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Ok, just checked the chest implementation. It's good, but it can be better. Here's how:
Put a switch on the chest to choose whether the chest is locked or unlocked by default. If it's unlocked it works the exact same way as it does now. If it's locked it works similar to the trap- you have a dropdown to link it to a variable that's unlocking it. This will allow for a huge amount of gameplay options, like unlocking a chest after a dialogue, after a lever pull, after a puzzle or after an enemy death.
Another thing you might want to change is how the random item chest works. From a design standpoint it's very rare to use a truly random item drop, especially in the small scope games you can design with your engine. What would be very useful  is some limited randomness, as in a chest that gives a random weapon(one of the swords), a random armor(either armor or boots) or random consumable(key, scroll, potion). This way the designer still has control over the type of loot you get(for example a weapon), but you keep the element of surprise. 
Implement these things and a way to trigger ан end game state through dialogue and you'll have everything you really need.
On a totally unrelated topic, I love the trap implementation. Now this works great!
Keep up the good work!