Pretty chill game. I enjoyed the core loop. It feels like a complete game and keeps you going. Nice theme and atmosphere.
razveck
Creator of
Recent community posts
Really cool! I love the movement and how snappy everything is. The attacks feel really good, although the bow draw animation feels unnecessarily long in comparison.
I like the idea of a light and heavy attack, but there seems to be no reason or difference in the attacks? I think the second is slightly slower but that's it. I don't know if the plan is to make stronger enemies where you need the stronger attack or something, but that might also require a slower animation or a longer recovery time to make it feel more impactful as well as riskier.
There is a slight issue with sliding off of tiles. The collider seems to be slightly rounded or sloping on the corner which sometimes causes you to fall off a platform if you land on the very edge.
Other than that it's a lot of fun to just run around, wall jumping and shooting your bow :D
Day 4.5 (yesterday): Added enemies, pathfinding, line of sight and a simple AI. Enemy (white) will patrol a room (path is yellow) until it sees the player (red), upon which it will pursue the player. Breaking line of sight sends the enemy back to patrol. I realised after the fact that the enemy initially saw the player through the wall... back to work I guess
Day 2
Rewrote the whole generator algorithm, which now produces much cleaner-looking corridors and ensures all rooms are connected. It was incredibly frustrating because I kept encountering off-by-1 errors and slight misalignments of the grid, etc. Next step is to add a player, a movement system and some walls.
Started late, but here I am. Got some basic dungeons working, although some rooms are still left unconnected sometimes. Not the best implementation of a dungeon generator since it was my first time doing a room+corridor setup and I'm figuring it out as I go. Going to call it a day and work on the wonky corridors tomorrow.
Movement is way too slow compared to the projectiles/beams. You're not actually dodging anything because it's almost impossible to tell where a beam is going to hit and because the hitbox is unclear. Even if you can see the beam coming, there's rarely enough time to move out of the way. Also I think the movement vector is not normalized (?)