I love how dynamic this game is, combining the dungeon and the space field into one seamless experience. As a massive Zelda fan, I appreciated the dungeon a lot. It has a creative puzzle set with the power crystals opening other doors. I also felt like the attacks were well balanced. The music was very catchy!
Alfredo7573
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This is a very creative idea! Having a TD game with NES graphics is a refreshing change of pace! Great job! The music is very catchy.
Just so you know, there is a small stutter that happens every 4-5 seconds, but it is not super noticeable and does not affect gameplay. It happens while the round is ongoing, and not during the purchase phase.
Out of curiosity, how did you set up the targeting for the eagles? Do they go for a random space in their range or is there some sort of priority queue?
These are some great recommendations! I do plan on working on the game even more and uploading an updated version once voting ends, and even further beyond. Here is what I will likely do based on your advice:
- Some after-effect sprite that shows the spell hit something like a wall or an enemy.
- I will probably put in an explosion animation of some sort that will only be triggered as it has a collision with an object that is not the player
- Something that determines that an enemy it hit by an attack, like maybe it flashes in an opposite colour, the flash causes it to disappear and re-appear every couple frames, etc.
- I really like this and am surprised I didn't think of it! I will probably also try to make a knockback for the enemy as well.
- An upgrade or two along the way could help to counterbalance difficulty spikes in enemies
- I was will probably add a leveling system that you can use to upgrade attacks, health, speed, etc. This will make it to where I could scale floors and have the enemies get stronger along the way as well.
- Some secondary objectives like defeating all the enemies in the map? Collect a special item or a key?
- This is a great idea, I will probably, along with the leveling system, add a currency system where you can purchase items / spells in lobby areas. Maybe it could be a rouge-like situation? We shall see.
- [ENTER] fires the main attack, not [B] key. Mouse click also causes the spell to fire.
- With the controls I was referring to a gamepad rather than the keyboard, but I just added controls for the keyboard on the description page as well!
- Continuous fire attacking upwards pushed my made into the grey tiles where he stuck in them and could only navigate within those confines (It happened to me when I started in the upper-left part of the map).
- Curious that the magic attack also doubles as a physical object that prevents the player from moving around. I found this out when I was shooting while trying to retreat from bats.
- This is good to know, I will likely need to change the attacks to be "triggers" instead of physical objects. This makes me think there might be an issue with the enemy collisions as well, I shall do thorough testing!
- Is there a way to remove the Unity 'banner' from the screen? That gets annoying after a while. I (certainly) would not want that sticking out like such a sore thumb the entire time.
- I just looked up some methods for removing the banner, so after voting I will try to upload a version for removing it!
- Bonus Point: I like that enemies have to be in a certain range before they go after the mage.
- Thank you! I currently have an enemy script that checks the distance from the player to the enemy. Each enemy has a different distance for it! Though the Mantis boss has a trigger for activation that is 5f, but then he will chase you for the rest of the boss fight after the activation since the boss room is a bit smaller.
- Bonus Point: The enemy still creeps along the wall trying to get to a player if they are not completely blocked off.
- Yeah I will probably do some experimentation with some pathfinding algorithms like A* or basic Dijkstra for them. I noticed that the wall blockages were especially prevalent at choke points.
Yeah unfortunately most of the development time was spent on the dungeon generator algorithms so it was hard to create a lot of enemy variety. I like the idea of adding puzzles and new enemies though! I was also thinking of somehow randomly(within reason) placing keys and doors throughout the dungeon to encourage exploration. When voting ends I’ll probably lower the level count for the boss down to like 3-5 for the demo. Thank you for your feedback!
Great feedback! I also kinda had that feeling as I was designing the level generator. Some ideas I had were:
- Character leveling system for upgrades etc
- Adding more enemies
- Increasing enemy health per floor or set of floors
- Introducing more floor tiles to create other biomes/environments
- I also have been experimenting with adding keys and locked doors, similar to Zelda and Doom.
- Maybe I need to make the boss level a bit earlier as well, maybe at like floor 3-5
I feel like these could help make the player feel as though they are actually progressing.
Let me know if you have any ideas!


