Woah I played the game when you first released it, it's very cool that you kept working on it!
I can't wait to play the campaign :D
Hey professir, unfortunately I don't own a mac and thus cannot build for macs. Sorry!
EDIT: I actually checked if it was possible and it seems it is! However I don't know if I still have the source code of the game... I'll try but can't guarantee anything.
I'm sorry to hear that!
Can you send me the output_log.txt file located in the Doguelike_Data folder?
That way I'll be able to see what went wrong and fix it! (I suspect a generation or pathfinding error!)
Hey all, thanks for your feedback!
I'll try to update the game when I have time.
I will add more vision and exploration gameplay, to avoid the frustration of having the Doggo skip a potion that you can see.
Also, the AI customization is on my list, but it's more complicated so it might take some time.
I'm afraid I want to add even more interactions to the game, so the potion change will not be reverted ^^'
Negative stats are also part of my vision of the game, and are important in my opinion.
Hey Buju, thanks for the feedback!
In the previous version, the enemies took turn one by one, which caused the game to be faster when there are none, but much slower when they are many. I changed that so the speed is always the same.
I will add an option in the next build to go back to the previous speed setting, and to discard items when the inventory is full. Have a nice day!