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TJFallen

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A member registered Dec 14, 2022 · View creator page →

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Thanks for giving it a go and sorry about the inconveniences. 

Enemy turns not processing only popped up after I packaged the project and I didn't catch it before the jam closed. I've since reworked how enemy turns progress to completely bypass relying on the trigger that was failing to fire. Game was set to target 60fps, but I'll try changing it from a target to a fixed. And I'll have to look further into the title screen issue.

Thanks for taking the time to provide the feedback!

Thank you for the feedback and for your patience with the bug! A proper tutorial is definitely high on my list of things to add. I do regret not taking an hour or two to find and add some license-free music and SFX; audio is forever my bane. Definitely gonna fix it so the UI elements don't pop up until after the transition finishes, don't know how that one slipped past me.

Rough idea going forward is to figure out a procedural map generation similar to Diablo. Each run would be contained to one map, but the player would accrue small bonuses and unlocks that can be carried between runs.

Thanks! Been trying to figure out more post processing effects, so I took the jam as an opportunity to experiment a little.

The whirly transition: Rotates the entire screen, but the amount of rotation is tied to distance from the center multiplied by a control. During the transition, the control slowly scales up and then back down.

Storm Attack: Uses a colour mask to divide up the screen, then incrementally shifts each slice. There were a couple other effects I wanted to add, but time got away from me.

Unfortunately had a couple reports that the tako either skip their turns or get stuck on them, still trying to figure out why, though it's too late to fix. Still, thank you for giving it a go and for the comment!

Sorry about that. Something broke on the enemies when I packaged the project and now they either don't attack or don't end their turns. Thanks for giving it a shot though!

I'll have to take a look at why the enemies aren't fighting back; they were before I packaged it up. Thanks for letting me know!

I'm thinking I'll change the End Turn to a single click with confirm as you suggested, and add an option to autoconfirm.

Thanks for your time and feedback!