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That doppleganger is a curveball! I am curious how your engine puts together the 2.5D scenes and does transitions and turns. I really like it. I notice my wizard will NEVER level up his dagger skill; he's not skilled enough in it to ever hit even the weakest enemies, which means he never gains any skill experience from inflicting damage, which means it will never gain a rank, which means he will never hit even the weakest enemies. :/
Overall, a fun experience!

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Heh :)
That doppelganger acts more like a "now you've done it" moment, there's no escape :) I had a planned event to add before the teleporter but required some skill check and that's not developed, yet... I had a lot of problems managing all those transitions, they're not quite easy as they seem. In short, I'm Y-rotating those 2D sprites to always face the party's camera direction, even when moving (like Trees). However, on sprites such as monsters I'm also doing some tweaking so they still rotate but ending without rotation in their final placement (not causing lighting effect or distortion looking the party -> necessary on quad-only sprites). There's also some harder situations like ground items, chests and NPCs; not only rotated but also "pushed" back (gradually) when you're standing in their square. Covering all cases in code was really exhaustive with all that smooth navigation but I managed. Oh, I need to deal with that, it seems quite a problem. I'm thinking of just allowing experience to flow, even when the character misses. 

Thanks for all the help & great feedback @Medicine Storm and for those bossy items :)