You know the game is gonna have amazing UI when SysL is at the helm. Superb!
Nihiloss
Creator of
Recent community posts
Yeah, the terrain system was one that really needed some hero pieces and variation for signposting. A mini or full map would have been a good plan too, unfortunately I really ran out of time having just cobbled together the bare minimum.
The fuel was originally going to be used as mana for special attacks, and would have tied into a special attack called "piercing" which would cause a status condition with you leaking fuel until fully repaired, and also made you super vulnerable to fire damage. As it stands, I agree that fuel doesn't add that much to moment to moment gameplay.
The lack of saving was because the game was originally going to be a roguelike, with procedural generation of terrain and enemy placement. Also I didn't have a clue how to properly serialize and deserialize all the data in to save files...again I wish I'd had more time to implement this.
The enemy balance was due to my combat code being wrong for most of the dev time, since I was working on other systems and thought it was producing the correct results. The last two days was a ton of going to and fro between too hard and too easy, and I erred on the too hard side, since earlier on one of the testers felt that there had been very little challenge in the game.
Aye, it needs a lot of work, thanks for your feedback!




