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Nana70mi

15
Posts
2
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A member registered Dec 14, 2015 · View creator page →

Creator of

Recent community posts

yea thats something i didnt expect at all!

i will make an update soon! thx for playing!

优化主要是网页端的牺牲,pc的话应该是很流畅的

webbuild做动作游戏一旦复杂一点就容易卡

?!强强!?

我再修改几个版本上steam吧

感谢游玩!有什么反馈欢迎告诉我!

haha i think some numbers are off!

I initially made the fight area expandable just like the camp, using woods. I soon figured it is very distracting to stand on a square to unlock new maps while fighting so I just cut those features! I would rethink about this!

the early exprience is definitely too punishing

and the later exprience is too easy to farm

I am preparing for another update! thank you very much for the feedback!

Fair enough! I think the core problem is that the player craves health in the early game, but there is no easy way to get it. 

What did you see after the tutorial? Sorry for that!

Thanks! Do you find the game too hard?

https://nana70mi.itch.io/another-2d-roguelike
I made a game using your asset! Hope you like it!

https://github.com/user-attachments/assets/ce035da8-0dad-4931-9429-b980ec51ba71
Made a quick demo, really like this quality!

This is really good! Hope there are some UI packs as well!

this is pretty cool, give me some touhou vibe

look what nikki does to a man

Sorry "Lazy" might be too strong of a word, but I think you got my idea.

On a second thought I think this is still more related to tension: In the origin Dragon Sweeper player almost never felt too safe until the lich is killed. But here some upgrades makes the game, especially the very early phase of a session feels "too safe".

I do like a longer DS, but i kinda feel those extra designs are kinda "lazy" or "game breaking". i found the exprience less enjoyable after gaining some upgrades, comparing with just play another round of DS.

I don't have a solution for this, and I have been thinking about how to add longevity and replayablity to DS but I don't have a better answer than you.

dude where can i wishlist it