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Hi there, I played your game in the the browser and it seems like a solid start.

I think a good place to start expanding would be by making a second enemy with different logic to the current chasing variety, with the goal of setting up a simple system so that adding more variety will be easier in the future. If you’ve never researched “state machines”, I’d advise looking into those since they are very simple to understand and code.

Path finding would also be useful, whether it’s for another enemy, or to make sure the chasing monsters are less likely to get stuck behind obstacles. Being able to use path finding will most probably be very useful for future projects.

After that, I’d probably start trying to work out how your upgrade/ability system works… Does it interact with the state machine? Is it a sub system within the state machine? Do they update per frame, or on specific instances? I think if you're able to loosely describe what you want, researching solutions will become easier.

I think that would be a pretty good start research-wise, since they are easy to find, understand and put together, but will give the game a lot more variety and be skills that you’ll use and refine in the future.

Other than that, I noticed that the browser version still had an “EXIT” option, which you usually don’t want for browser and mobile games since a web or mobile application isn’t expecting the game to terminate itself. In Godot, you should be able use the functions “OS.get_name()” or “OS.has_feature(tag_name:String)” to avoid having to code each version differently.

Hopefully some of this is helpful and best of luck with your future game development :)

(+1)

Thanks a lot for the feedback, and sorry for the late reply — I’ve been taking a short break and only got back to it now.

I really appreciate you pointing out state machines. I’m not very familiar with them yet, and I agree that they would be a good place to start researching in order to improve and move forward. It feels like something I should properly understand sooner rather than later.

Adding more enemies with different behaviors was already the next logical step I had in mind, mainly to introduce more variety and also to learn how to design and manage different kinds of behaviors instead of just one chasing enemy.

Same goes for pathfinding. What I have right now is very simple because I didn’t really understand how it worked at the time, and I noticed it doesn’t behave correctly in many situations. So yes, that’s definitely something I need to learn and rework.

Overall, I really like how your feedback gives me clear starting points for learning more in general.

Good catch on the EXIT option in the browser version as well — I honestly didn’t think about that at all, but it makes total sense. I’ve noted it down to fix it.

Thanks again for taking the time to write this, it was very helpful.

No problem; glad to help.
Trying to figure out what to research and what order to do it can be a pain, but it gets easier over time.
I think the largest hassle I usually have is not knowing specific commonly used terms, but I’ve found that explaining what I’m trying to do to an AI usually provides me with enough terminology that I can use to find research material.

(+1)

It's hard to know what you don't know, but yes, AI has helped me figure out what to research to do the things I've been thinking about. I'm not a huge fan of AI, but it really does help you know where to focus your efforts.

I'm fairly new to game development, so I still have a lot of concepts and terms to learn, and advice like yours is much appreciated.