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Thanks for checking out my game! Completely agree on the turn delay. The previous couple of years, I used Roguesharp in the background to manage the entity interactions. This year, I tried more of the Unity way of doing things with colliders. I had to use the delay to solve some problems due to smooth movement and animations between tile cells. By the time I ran into a lot of the challenges, it was too far along to change the approach.   

The first Zelda overworld map and dungeons were the primary inspiration for how I wanted to do the procedural map generation. I do wish it had some chiptunes too. That would be awesome.