Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

pogodev in disguise

9
Posts
6
Followers
A member registered May 04, 2023 · View creator page →

Creator of

Recent community posts

(1 edit)

thank you for the feedback!

im right there with you for most of this.

My plan for the dungeon (and i have a lot of the systems for this engineered already) is to split it into multiple smaller areas separated by simple teleporter doors. right now the sewer is... 6-10 tiles i think? i would drop it down to 3-4, with a doorway that takes you to another area with 3-4 tiles, and then that maybe has a doorway to ANOTHER area with 3-4 tiles. that way the map has more structure and its therefore easier to tell where you are and to navigate around each area

then there'd be additional ways to get between the levels. for example bottomless pits would drop you down to the lower level, or you could ascend a trapdoor to climb up to the next floor

grappling hook needs another pass. right now it doesn't deploy when it touches a slope but maybe i should just change that to always deploy

new this patch:

  • Fixed a bunch of multiplayer bugs
  • you can sell treasure and buy tools
  • New enemy (wizard)
  • new item (throwing knives)

I really like the vibe of this game. reminds me of those old cartoon network flash games and earthbound.

I think the first impression could do with a 2nd pass

  • A little more juice on the player. an interact and no interaction sound, a sound on the dash. MAYBE footstep sounds when walking on certain tiles
  • A little more juice on dialogue. not necessarily unique talk sounds for every character in the game. maybe a quick text crawl with a sound. maybe just a menu sound when switching to the next dialogue page
  • Guarantee the player has money to buy and something to sell when visiting the shop for the first time
  • Guarantee the player has a mushroom to deposit when visiting the museum for the first time

the last 2 i'm more iffy about. It seems like "the right thing to do" but without doing it, the game is more mysterious which may draw your target audience in harder

what sections did you spend the most time on in the sewer?

(1 edit)

my bad. dark sewer area was a bug. fixed now

I'm not sold on directional interaction as a mechanic. twin stick with a single select button just seems much more intuitive and less janky

I like the art of your world objects very newgroundsy

seems to me the genres these type of mechanics would feel best in are all multiplayer