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Ohh, are the worlds procedurally generated? I've been wanting to create a similar game where you travel to different worlds (inspired from the game "Wizard with a Gun")

It was hard to dodge speedy monsters. Maybe an indicator of incoming enemy would help? I also like how you bleed as you scramble to get to exit and ask Tenissa for help.

More assets on the worlds would really improve the aesthetics of the game (bushes, trees, rocks), but you've done a great job for a game developed in a week. Well done!

ヽ(*⌒▽⌒*)ノ

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Well the universe' shapes werent procedurally generated, only the things inside. There were 3 blank templets for worlds those being "Forest", the absolutly masive one, "Islands" A bunch of islands connected via land briges, and "bridges" the one with real islands connected by bridges. Then there are spawn points that will randomly generate a structor. If you would want, I could get far more indepth with how the universe generation works.

When it comes to enemy's running you down from off screen,  I definitely made the enemy detection a bit to unfair for how close the camera is to the player, I should have moved the camera out so you can't agro enemies while they are off screen. And I'm gald you liked the death's door mechanic, I was uncertain on how that part of the game would be received.

Yeah unfortuntly making art for the structors was one of the parts I left for last. While I did work on it durring the game to make sure I had something I never really spent the time I told myself I would at the end of the game jam to make more assets. Fun fact, if I had ever made trees, the colors of the leaves would have been randomized like the grass.