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I watched the video this afternoon! Thanks for playing the game! Last time I did the jam the camera position in reference to the floor was one of the things that was called out, (you called this out exactly) so I tried to fix that this run. I have a function that makes the walls invisible when they are in contact with the camera, but I didn't add all of the wall types, so I'll have to be careful about that next time. One thing I'm learning is that I need to add more notification to the player on what should be done next, like you identified in your video. In combat you were expected to move first, then attack. I never really explained this, so it lead to missed turns in a lot of the runs I've seen people play. Nearly everyone eventually gets it, but I'm not conveying that well enough for it to be obvious. I also didn't make it clear that the combat actions take place on the 2d mini map and I've seen a lot of players clicking on the animations instead. This was my first attempt making something with turn based combat, and my combat loop needs work it seems. I need to look into how to use states better. 

Either way, thanks again for playing and all of your feedback! (you were very close to the end in your video!) Sorry for all of the soft locks!