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The polish in this is just INSANE! Love all the effects, they enhance the experience so much more.

But I was not prepared to be so engaged in the gameplay! The mechanic not only provided opportunities in which to be aware of enemies' attacks, but also presented ways for the player to take advantage of coin-wise!

LOVED how all the coins I didn't collect yet became bombs from one moment to the other; awesome game design all around. I am curious about how you implemented the classes in such a way that allowed all of this.

But most importantly, I couldn't stop playing! I just had to keep going to discover all the different exchange interactions! Amazing thing what you guys put here. Great work!

Thank you so much, I'm glad you liked it!

As for the implementation I must say its a little sketchy but I eventually settled to having an 'Entity' class attached to each of the objects, which store a two 'EntityBehaviour' objects - one for the original behaviour and one for whatever it has been switched with. So if coins and bombs were switched, all coins would store a 'CoinBehaviour' and a 'BombBehaviour'. Then the coin could decide which of the behaviours to draw from by switching on an 'EntityType' enum. That's how it retains some of its original behaviour while using some of what it is switched with. I hope that makes sense, it hardly did to me when I was writing it so I'm not sure haha!