thats alright i forgot to upload it but thanks for checking out the page anyway haha
Sheep
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Fair enough, it's a dev room build.
I think i need to think more about how the projectiles spawn specifically if i want to use a lot of them but im not sure i want to go in that direction quite yet. It might be easier for me to stick with smaller numbers. I imagine the solution has something to do with object pooling.
Yeah collision is a bit inconsistent but im not quite sure *why* it happens, something to look at. I imagine because of something to due with using a mixture of absolute movements and move_and_slide() that i'd have to figure out.
Hopefully i can make the sprites still appealing when animating as i haven't really done much of that before, thanks for playing :)
Might be homeless soon so i'm taking a bit of a break from gamedev.
Yeah that's fair it's not really complete yet, i started making this/programming again a month ago (which i haven't really done in a decade or so) and thought i may as well post the little dev room i had of the game.
For sure i should make a more comprehensive tutorial + have an actual map made, im just going with the philosophy of doing the start of the game at the end of development (if i choose to finish this project)
Title screen is also important but i see that as being part of the UI which most of it i intend to replace at some point.
Main thing im going to try to add in the near future is mouse controls (since honestly it feels a little clunky to use the keyboard) and enemy behavior (so i can test/balance an actual game and know how fun it actually is to play). I'm not quite sure what direction i want to go in but i suppose the easiest would be to make the enemies shoot lots of projectiles (touhou style) given how fast the movement is in the game.
Thanks for leaving a comment anyway, i appreciate it. I've just been busy irl so sorry for the late reply.
Rendering issue on Mac (flickering black squares) but everything else works fine.
Bartering seems a lot more unhinged compared to recettear since I had customers asking for sub 100% prices even when I was offering the base price.
Not a big fan of having items be thrown off the displays by customers, rate of needing to serve customers is too high relative to how often you seem to need to sweep.
Definitely could be interesting once you've fleshed things out more, recettear itself gets more interesting once you get into the dungeon crawling/managing adventurers/their equipment and knowing what to sell to specific regulars.
Doesn't full screen properly on a MacBook but that's a given I guess (the bottom of the screen is clipped off).
Mini-games are kinda basic and I don't really understand what the story is supposed to be. If there was a hook I got filtered out by the time I played my third mini game.
If it was a browser based game I'd see a reason to play this since it's a bit arcadey/old-fashioned game design, something to waste your time with while at school in computer class.
Cool game but had troubles dragging heroes on the grid, I'd click on a hero and try to drag but the game wouldn't register it properly (maybe because im using a trackpad/MacOS in this instance)
Could've perhaps tutorialized a bit more since I didn't really get how to use the elixirs (I didnt read the text popups)
Yeah I agree with the tutorial being unnecessarily complex in language.
It's a fun game and numbers seem to scale really hard really quickly (getting 8k in the final round was extremely easy if you had been doing max bets from the start of the game). There needs to be more "risky" decision choices outside of where you place a bet as (presumably) you're picking upgrades to mitigate those risks anyway.
Needs faster animations/ability to skip animations and the ability to stop a roll if you haven't bet anything (because it was very frustrating that the game set a point and I had to wait until my dice cleared it before I could actually place a bet).

