Yeah, same. working on it!
Subsage
Creator of
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I had it out of order before, which works if it's just simple find xyz. I want to tell small narratives, like orc camp having goblins take over, or prison break out, aliens breaking out, etc. With narratives in mind, it gets more complex very quickly, forcing linear finding solves lots of issues with technical as well as player-ux on that front. I think, perhaps hope, it'll make more sense as I get more content going with it.
It's gonna be a collection of levels that are essentially "where's waldo". Go around the levels looking for stuff. The first level is the easy-freebie tutorial. Working on orc camp right now.
This week my goal is to setup a few levels with some basic content. It'll take a few weeks for them to probably feel full enough with basic content. After that, I want to add more complexity, having stuff move around, maybe some more involved interactions on top of that as well, ie, an NPC is locked inside somewhere and needs the player to unlock the door which allows npc to walk to other area etc etc.
Not yet; I'm making core systems first and will then hand craft levels for sustained play.
The plan is to make more combat elements, in the form of more enemies, weapons for the player, and various additions on top. I have various movement related mechanics ready made, so now I'll be focusing on enemies and weapons. Once I have a good variety, I can plan out stages with real content and get people playing the core loop with real features in, as opposed to just having a repeat of basics.
Love the items, but I have an issue. In the item sheet, there are several items I can't find in the zip. Some are the chests, book cases, the target dummies. Bar4 also seems to have been exported wrongly, it's not an actual bar. I would love to use a number of these items, would you mind checking the pack?
The audio is excellent, lovely stuff. Art is good.
I would really like to be able to play with WASD controls if possible.
The timed sequence in first area was very excellent. Having the corner bumps was such a fun moment, and I liked the blockage changes to facilitate that moment.
Your level design, in particular enemy placement to diegetically tutorialize ideas like pepper plants destroying larger boulders is cheffs kiss.
It's late for me right now, but I'll play the rest of it tomorrow.
Huh, really? I had checked the page and didn't see them, which is why I made the comment. I would have been alright with controls on itch, as that's what I did lol.
I see them now, not sure if I was blind earlier, sorry.
What are your plans with combat? I was drawn to play because I saw the cauldron and hoped there would be some sort of alchemy involved.. please tell me there will be.