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(1 edit)

Thanks for the heads up!

you can collect coins and enemies can pass through diagonally through blocks

Yeah, I was fighting with this bug for a few hours, but couldn’t fix it. I finally know how to make this work properly, but exactly as you’ve noticed, I like this behavior. I plan to add different enemy types (I have 8-9 good but simple-to-implement ideas) and want to leave blobs, the most generic enemy type, to be able to pass diagonally :D

A complaint I do have is that the game seems to easy and to shallow atm.

Yes, unfortunately I accidentally broke this balance by making the game more convenient when implementing gameplay improvement for Android (now it’s easier to hit enemies, which in turns makes player miss less). I want to keep convenience of the game, but I have already made the difficulty curve more steep - in the current build the game runs up to 90% of max difficulty after 9 minutes of gameplay, I changed it to 4.5 minutes. That’s the moment when the amount of generated monsters is just 10% less than mana regeneration - i.e. player cannot miss more than 10% of the shots, otherwise the map will get crowded with more and more monsters. Testing, maybe I should make the runs even shorter. I’ll most likely release the new binaries today.

About shallowness - I planned addition of more monster types, including shooting ones, and one more spell (summon familiar, a she-wolf who will act as a piece of clothing, but can be called multiple times) will hopefully add more depth to the gameplay. However, the game originally was planned as “small and simple” so, there won’t be much of depth anyway.

For around half a year by now I’m working on another mature game, Piratess in Distress (adult variant of Sea Battle), which obviously planned as much more complex project and would have much more variability and depth (still keeping it simple). I’m still in the early prototype stage though - most mechanics are already working, but almost no graphics completed (and even those 10 girls x 13 hours each is still hell of time to go :D).

requirement for regaining energy like picking up something on the field to regain energy instead of recharging it passively

Yes, you are reading my thought exactly :D I played with mana regeneration speed and it’s much more fun if the regeneration would be 50%-100% slower. But it requires implementing powerups (mana refill, shield, speed, etc.) which is simple, but not done yet.

I would recommend capitalizing on it by creating a patreon

I thought about that, but for me the problem is that I’m from Ukraine and e-banking works kinda weird around here. I was planning to recommend people to support Castle Game Engine development though which made this game possible - https://www.patreon.com/castleengine - and thanks to which I got a wonderful full-time job as a game developer, so indirectly financially supporting me too!

I also have plenty of other ideas and could give more feedback if you would like and would happily answer any question you have or give advice.

That would be most welcome! You may directly create ideas at https://gitlab.com/EugeneLoza/foxy-misfortunes/-/issues - you may find some of your ideas already there just waiting to be implemented :D Or write here - in any way convenient for you! I can’t promise I will implement everything, but as for the ideas above - most likely I’ll be able to make them happen even this week.