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(2 edits)

Hey,
Just checked my list form 3 months ago and was amazed at how much things you've implemented. And yes, I know I wasn't the only one asking for some of these(most of these really), but still thanks for taking suggestions seriously.

Any chance you can implement the "end game by dialogue" and "better chests" sugestions?

To save you all the re-reading- "end game by dialogue" is a way to set a dialogue with an NPC as an end game event via a variable dropdown. Basically give you the dialogue text and then end the game. It would be huge for narrative games.

As for the "better chests" I suggested to have an option to unlock a chest via variable, the same as you can disable traps, open doors etc. It would be great because if you want to put a chest, unlockable when you finish a dialogue or beat a boss right now you need to waste at least 4 map tiles to put it in a room with a door(if you use a corner) otherwise it's up to 8, depending on the placement. That really wastes a lot of space which we don't have, since-small maps. I can live with small maps- there are some ways around that, but wasting space is not a good thing when you go for minimalism.

I'd also like to suggest you think of implementing an optional "wall of text" screen at the begining. Right now you go from title, directly into game. All the setting details, story and controls have to be explained on the itch page, which is not great. If you give designers a way to put in an optional screen of text between the title screen and the actual gameplay that would go a long way towards making things look more professional. Doesn't need to be star-wars like scrolling text either, just plain old text.

Edit: fixed some mistakes

(1 edit)

Hey! Thank you so much for the feedback and for all the suggestions. I really appreciate you taking the time to check what has been implemented and to share ideas that can improve the engine.

I’m planning to implement both “end game by dialogue” and “better chests” later this week. They are excellent improvements for gameplay mechanics, especially for narrative games.

The “wall of text” screen could also be a good addition. Personally, I usually use an NPC dialogue—often a sign or dialogue bubble—as a wall of text, but that does require interaction from the player. Either way, I’ll study the idea and see whether it would be worthwhile to add it as a feature.

Thanks again for the support and for the thoughtful suggestions!