Thanks for the kind words! I'm working on finishing the game. :)
qhoang
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There will be a sub weapon with at more defensive utility. It's not a dodge, but it can be used to help position for cranking undisturbed. Different combinations of relics can also enhance different play styles. Other than that, the core combat loop will more or less be what you see in the demo.
Interesting. Roughly how many times did you upgrade AP? Don't think I've coded max caps for the stats yet, but I thought the GUI would break or crash the game if a player upgraded too much.
Edit: Took me way longer to figure out than it should've. The code seemed fine, but I had mixed up maxPlayerAP with maxPlayerHP and I didn't see the typo at first. Thanks for reporting. :)
Ah, there’s probably been a few changes to the name of rooms and some variables between the builds. This makes old save data wonky at best. I planned to add a save data version check, but never got to it. I’ll add a line about not using old save data Thanks!
Selecting “new game” and entering a new room to trigger auto save should “fix” your problems, i.e. once the game has new save data “continue” should work as intended. Let me know if it doesn’t.
Edit: Found a bug that would crash the game (forgot to declare a portrait to use after the first dialogue box, would only crash the game if you spoke to the NPC after reloading a game). Added a save version check while at it and pushed out a new update, version 0.31.
I think it would look better, but I'm not sure if it would feel better, at least not for player movement. The movement would be less responsive due to "input lag". The player technically moved but you have to wait for the animation to finish before you can do your next action. It would probably work for a game without combat or at most range combat. Not so much for melee combat.
If things go well I will look into porting the game to PC or Gameboy with proper smooth movement. :)
Thanks for playing the demo and taking time to write down your thoughts!
Glad you like the game so far. There is absolutely an element of rhythm to the combat (partly due to rigidness and limitations of the web based game engine) that rewards well-timed attacks and careful spacing.
I'm aiming to release the full game this year with 7-8 areas and accompanying dungeons. Making steady progress. It would be faster if I didn't have a day job and a toddler to care for.