No problem! I do feedback the way I'd like other people to do for my games. I think slowing down the rats is a good idea since I barely noticed they were rats in the first place until they attacked. And yes, it makes sense to have that many rats if it's a medieval setting. Now as for moving big monster, I don't know how to fix that. I only know that you can use direction fix on big monsters that don't move and that fixes the monster transforming . And yes, transporting the event off the map also works although I find it easier to just self switch into an empty page :). I'd also suggest to make each cocatrice move at a different speed. Rn It feels a bit ridicilous to have them all come at you at once. I'd also be up for creating custom tilesets for you if you want(for free). I'm not the best artist but I think the game would benefit from some custom art.
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I slowed them down a stage in the new update, and its better, theyre still too fast to dodge but theyre visible now, WAY better speed.
Yeah i ended up doing the new event page thing, I initially misunderstood your comment and thought you meant new map page but found your meaning when i couldn't do that easily. now old man self switches to
The maps will be bigger when the game is built out more so the rats will be less crowded.
these are placeholder maps to reference after i intended to get some free, drawn assets off this website.
Im shooting for a squished up tinymap concept game which i will then paste the events onto new big pretty maps when im done.
yeah those chickens are just a 4 healthbar battle at these speeds on these maps, its for sure going in the fix notes.
I would definitely be interested in some art help, but i dont think im at that point quite yet.
fun fact, the shop is a rude guy who wont let you inside because that was the first map i built and accidentally used non steppable tiles and decided it was a story beat instead of fixing it, im adding a switch that makes them change to walkable tiles when you are wearing expensive stuff.