Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

These are some great recommendations! I do plan on working on the game even more and uploading an updated version once voting ends, and even further beyond. Here is what I will likely do based on your advice:

  • Some after-effect sprite that shows the spell hit something like a wall or an enemy.
    • I will probably put in an explosion animation of some sort that will only be triggered as it has a collision with an object that is not the player


  • Something that determines that an enemy it hit by an attack, like maybe it flashes in an opposite colour, the flash causes it to disappear and re-appear every couple frames, etc.
    • I really like this and am surprised I didn't think of it! I will probably also try to make a knockback for the enemy as well.

  • An upgrade or two along the way could help to counterbalance difficulty spikes in enemies
    • I was will probably add a leveling system that you can use to upgrade attacks, health, speed, etc. This will make it to where I could scale floors and have the enemies get stronger along the way as well.


  • Some secondary objectives like defeating all the enemies in the map?  Collect a special item or a key?
    • This is a great idea, I will probably, along with the leveling system, add a currency system where you can purchase items / spells in lobby areas. Maybe it could be a rouge-like situation? We shall see.


  • [ENTER] fires the main attack, not [B] key. Mouse click also causes the spell to fire.
    • With the controls I was referring to a gamepad rather than the keyboard, but I just added controls for the keyboard on the description page as well!


  • Continuous fire attacking upwards pushed my made into the grey tiles where he stuck in them and could only navigate within those confines (It happened to me when I started in the upper-left part of the map).
  • Curious that the magic attack also doubles as a physical object that prevents the player from moving around. I found this out when I was shooting while trying to retreat from bats.
    • This is good to know, I will likely need to change the attacks to be "triggers" instead of physical objects. This makes me think there might be an issue with the enemy collisions as well, I shall do thorough testing!


  • Is there a way to remove the Unity 'banner' from the screen? That gets annoying after a while. I (certainly) would not want that sticking out like such a sore thumb the entire time.
    • I just looked up some methods for removing the banner, so after voting I will try to upload a version for removing it!


  • Bonus Point: I like that enemies have to be in a certain range before they go after the mage.
    • Thank you! I currently have an enemy script that checks the distance from the player to the enemy.  Each enemy has a different distance for it! Though the Mantis boss has a trigger for activation that is 5f, but then he will chase you for the rest of the boss fight after the activation since the boss room is a bit smaller.


  • Bonus Point: The enemy still creeps along the wall trying to get to a player if they are not completely blocked off.
    • Yeah I will probably do some experimentation with some pathfinding algorithms like A* or basic Dijkstra for them. I noticed that the wall blockages were especially prevalent at choke points.