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Heya, thanks for the balancing feedback! I'm certainly looking onto better balancing for the game, including rebalancing skills that are not impacted by them. I'm expecting to do this with a bigger update that covers character progression and upgrades

As for selling, you can 'Dismantle' the items you gained from Dungeons by going to your Inventory, clicking on an item, and then clicking the 'Dismantle' button. You can gain gold this way. 

Ahh, you already thought of that! Great. Forgot to say, but this looks like a very promising start. The dungeon crawler formula applied to this genre works really well, and I especially love the creativity in the character design. Are you planning to make the game fairly story-heavy or keep the focus entirely on the gameplay? (I think people will like the game either way, so it's really your call). 

Unsolicited advice: One of the most satisfying feelings for me is seeing my game come together incrementally, so I'd recommend thinking of making a game like this as a marathon rather than a race. Break all the things that still need doing up into workable tasks and tackle them one or two at a time. I'm just as eager for the next update as the rest, but there'll hardly be any if you burn yourself out in a month or two. You're off to a running start so now you just have to keep the lead!

PS: If you ever need help, there's plenty of talented people that "get it" over at the DID Games and Madoworks Discord.  Wishing you the best of luck with the game!

Oh, and one more thing: do you have any plans on building the game for Linux and/or Mac aswell as Windows? I for one know I'd appreciate it lol

Thank you, I hope you'll be looking forward for updates in the coming future!

I had thoughts of writing for each characters. The plan is yes, I would like to have story here and there, but I think it'd be more character or quest-centric instead of it being the focus of the game. I think it would be nice for players to get to know each character and what their deal is. 

I appreciate the unsolicited advice honestly! I already have plans on what to put into 0.2.0 and 0.3.0, mainly a hub/UI major overhaul and updates on character progression system respectively. I do agree that it'll be much nicer to tackle things when they are grouped up and done one at a time. 

And funnily enough, I do lurk on those two servers quite a bit, just with a different handle lol.

And there were no plans for Linux and/or Mac initially, but I'll be looking into how to export the game to Mac and Linux now that you mention it. Can't imagine it being too hard, surely?

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Looks like you're a pro already! Good stuff. I'll be looking forward to seeing where the game goes then.

To be honest, I've not worked with Godot extensively (I've got about a month or so experience which was mostly doing online tutorials), but from what I'm told the out of the box support for Mac- and Linux ports is excellent, like not quite a few button clicks but it's close. That's mostly why I was asking.

Linux should be straightforward. I've noticed that for Mac you need to export with the Mobile renderer instead of the Forward+ one (or at least that used to be the case back in 4.2 and I kept doing it.

But in general there's no reason not to do those and it is indeed just a couple of button clicks. In fact, you could do it right now.

Ah, seems like it is practically a few button clicks. Looks simple enough, I imagine the next big patch (Or even the current 0.1.1 patch, really), I'll be exporting it for Linux and maybe even Mac. Thank you for the help you two!

Getting rid of the giant "THIS FILE IS NOT SAFE" warning on Mac is the hard part. And by hard I mostly mean expensive.

I already played on Linux by downloading Godot and renaming it the same as the pck file. Runs without issues.