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(1 edit) (+1)

Hello! I've made 2 games so far with TRS and it's such a great engine, and I have thought of some things that would make it even better.

1. It would be cool if we could change the stats both for weapons and for monsters & bosses (damage, life, etc)

2. Maybe a bigger map? I get the point of the engine is to be minimalistic but it would be great if it was maybe 4x4 or 5x5

3. It would also be cool if we could create our own custom tiles on top of those who already exist. You could create a new tile and then for its properties, you could implement a "mimic" system. So if I want to do a tile that works like lava but it's blue lava (and you need bothe, blue and red for some reason) you just create the tile and you tell it to mimic lava. 

Hope it helps! :D

(EDIT) 

4. There's a bug where sometimes, when going up a level your sword disappears. It would be great if you fixed it :)

(+1)

Thanks for spotting and reporting this.

  I fixed it now. The sword was not actually being lost, but during some level-up screens the game was hiding the inventory bar, so it looked like the sword had disappeared. The inventory now stays visible during that level-up choice screen, so your equipped sword should no longer seem to vanish.

  Really appreciate you catching this.

Well, i've been testing it and it still occurs. Also, it seems the sword actually disappears, as in the final boss of my game (Adventure of Ink) the player can collect a golden sword before the fight, but if they gain some xp before the boss, the sword dissapears and the player does only 1 damage.

I had fixed the bug, but the deployment failed and I didn't notice it. I've deployed it again!

Sorry for the inconvenience, and thank you very much for your time and attention.

I think it should work now, my friend! 😊

Thank you very much!

Hello again, my friend!

There is another possibility besides all of that.

The swords have durability, and they gradually wear down as you use them. Eventually, they can break completely, leaving you without a sword at all.

That might have been what happened as well.

Oooooh... I didn't knew that! It would be cool if that was more explicitely told in the editor, and it would also be cool if we could disable that option (just like the skills). :)

Now the engine displays item details in this description modal.

For the swords, I added:

"Collectible steel sword: when equipped, increases the player's attack damage (the strongest weapon). Breaks after a few hits."

But you gave an excellent suggestion about making weapon durability optional. That could be implemented as a simple checkbox.

Yeah, that's what I thought! Thank you very much!

Thank you very much for your feedback, my friend!

It's amazing that you've already created two games with the engine. I'm really happy to hear you're enjoying using it. You're already one of the users who has created the most games with the tool!

Regarding changing weapon and monster stats, that's a natural evolution and it definitely makes sense. I just need to be careful because modifying things that are currently hardcoded defaults is a bit complex and could increase the size of the shared game URL.

A lot of people ask for larger maps. The small map size is intentional because it encourages creating small, fast-to-make games, which works really well for game jams. That said, I do think it would make sense to add support for user-defined map sizes for power users of the engine, while keeping the current small size as the default for most people.

As for adding new tiles, that's actually a very good idea. It's a bit more challenging to implement, but I'll definitely take a closer look at it.

Thank you again for the feedback! I really appreciate it.

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Thanks for reading it!!

(EDIT) 5. Smooth movement: instead of tile-by-tile movement, it would be cool if the player just slided.

6. As VM81 pointed out, we need enemy rename.