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The atmosphere is nice and you the game has a great cave-like feeling to it. 

The movement are a bit staggery and is done in thirds of a tile it seems. Movement is fast enough but since input is not queued up and you cant hold a button to move continuously moving around gets rough.

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Thx for playing and for the feedbacks. The method i used to do the gridbased movement is not very great to be honest. zooperdan also warned me that the player moves very short distance in every move. The thing is there is no tile in my game. Player moves one unit in worldspace when you hit direction keys and i adjusted the whole  level according to  this system. So if i make player move 2 units evertime, i'll have to recreate the whole level from scratch. I don't understand what you mean by "queued up" sry i am not a native English speaker. For the last part i think you are not supposed to  move continiously when you hold the direction buttons in classic gridbased dungeon crawlers if  i am not wrong. But again, i agree movement is not very great in the game.

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So queuing up basically mean you keep one input in memory. If you double tap forward key it performs first step, then when it is completed, you perform the second one. Only keep on movement in the queue though or player will find it non responsive, done that myself..

Oh ok i think i got what you mean. So it's basicly the player moves with a delay right? When you hold the w key, instead of moving forward continously like a FPS game,  it moves with for instance witha  0.5 ms delay everytime you move into a direction to give the grid based feeling. 

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no, that's not what I mean. Try my game and see if it makes more sense.