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good question! mainly so you can see spatial relationships between locations while you're designing, like making sure your starting town isn't right next to the final boss dungeon, or that there's enough space between quest locations to make it feel like a real world. a list of coordinates doesn't really tell you that at a glance imo, but would love your input on what feature would make the map more valuable for you?

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yeah so i could only think of planning something, with a procedual map, or having it as a starting recepie to build your actual map upon

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okay, okay.. i like this! sorta like notes/descriptions for locations and connection lines fo the actual story line? and maybe like a map overview.. also that's what the tiled export is for, to help place your terrain and map placements onto your own map design

okay.. kinda usefull now. No pressure but would you like to give me some feedback on my game in the comments too? 

its a web game so no download RED CLAW

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yes, I actually just tried playing!! its def a fun concept and the controls work smoothly.. although, i may be less adept than most bc i couldn't get past level one hahah

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hmmm thank you. you are the 7th person trying and 3/7 couldnt get past the first level. so you are not alone. also this qoute leads me to add my bucket list: make the controlls a bit more forgiving .

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glad i could help, and thanks for your feedback as well.. you're the first one who hasn't worn me down about using AI and your feedback was actually very useful!!

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No Problem. and For my Part I Think its Not bad to use Ai. Its an Established tool, wich can help you Crate.

I am Not a person From 1980 who Tells you all new things are really bad For your world. 

I personally Like when People are creative so: build No Slop but something actually Usefull/Fun. than its 100% ok