Love the turn based element to Pacman. Made it into a strategy game that was fun to play :)
Viewing post in Risk Factor 2 jam comments
Thanks for the feedback!
My final goal for this project is to turn it into a roguelike where you use the points from each run to buy the gear (which is why it's risky to keep going; more points, but you lose everything if you die).
Basically, you were kinda playing as if you had unlocked everything already and had access to every item. In the final version, you'll start the game with nothing but the shirt on your back and have to work your way up.
Fantastic idea. I would love to see some variety in the maps too. Right now it feels very much like pacman with abilities and if that's what you're going for you nailed it. Playing it I wanted more dungeon exploration, maybe I can't see the whole map, or at least what's behind locked doors. Maybe there are multiple floors I can find the stairs to with a boss as the end or something. Just throwing ideas out. It's your game though so use your vision :)
Pacman, but turnbased and with items/abilities was the original inspiration. I'm very happy that shinned through.
Your suggestions aren't too far from what I have planned. I'm currently working on tile sets for castle walls and forests. The idea is to progress through a series of levels with themes. (start in forest, then caves, then dungeon, etc) I just didn't have time to get it done in time for the game jam deadline.
I've been very torn on the idea of a boss. Its something I've thought of, but never made up my mind on. 1) I'm not really sure how that would work in this format. The player has very limited attacks, and the enemies just try to ram you. 2) the idea was to have the floors be endless, with the risk keep multiplying. (I have code for scaling difficulty that goes to Risk Factor 150).
Something I've considered, instead of a boss fight, was a Treasure Room: A capstone level with a TON of treasure chests in a central chamber, but absolutely swarming with enemies.