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How is your game a slow game?
I wanted to make an action game that applies principles of slow tech to mechanics and level design. The player can infer that their goal is to Slay the Dragon, as voiced by the hero NPCs and the title, but the mechanics allow the player more options, such as exploring the cavern, collecting gold, and getting heroes to drop their weapons. Ultimately it is up to the player to decide what their goal is, while hero NPCs continually try to slay the dragon themselves.
The initial design was meant to give the player more options to interact with the environment, such as alternative weapons (which could be used to create more food, pits for heroes to fall in, etc.), but since most of the time was spent learning a new API, these features were left out.
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