Yeah, it was a common technique in ninetees. I know it from Dungeon Master and EotB.
Recent community posts
First of all many thanks for such a great constructive feedback!
Regarding issues you mentioned:
- Movement and controls will be updatet for smooth transition, thats for sure ( I'll leave the option of "classic style" step movement in options )
- Layout of the dungeon level is procedural ( and at this stage very repetitive, that's right...) I'm working on solution with custom pre-made levels mixed with random dungeons. This should spice up the gameplay and not cause frustration even when "fog of war" on the minimap will be added.
- Thanks for pointin on grain filter!
BTW, you did a great job with "hit-and-run" tactic down here! I'm planning to add online hi-score table. I doubt anyone has come down this low before you :)
Again, many thanks.
Thanks for feedback! You have right, gameplay mechanics is based on classics dungeon crawlers ( from which LoG takes many solutions).
I think, I'll stick to this project after the jam, and hopefully many from your features lists will be added. Funny thing whit this wall-collision-bug, I can't encounter it, and have no idea where it comes from :) But I'll fix it.
Happy to hear! Big thanks for feedback.
( yeah, walking through walls is a known bug, but I can't find it. Everything is fine on editor :) I got to recoding collision check I think ).