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Bouncing Disks

A topic by jtolmar created Mar 03, 2019 Views: 986 Replies: 29
Viewing posts 7 to 26 of 26Previous pageFirst page

It's pretty fun already. Interesting idea and nice change of pace from the traditional roguelike.

Didn't get nearly as much done today as I wanted, but I did manage to clean up a lot.

It now looks better (found my dual contouring error + added some #s and .s), runs faster (various optimizations + made tiles bigger), and has a cleaner dungeon (need glitches to escape, should be connected).

Wow, this is already really cool!

I thought the day was over but I added some more stuff. I have the UI up. Buttons for two abilities work already, and let you use bombs or a bow instead of hitting things with your face.

I played it on the first day, and it's impressive to see how much you extended it already!

Tried a bunch of things that didn't work, but eventually upgraded the dungeon generator. Currently it's just a little more interesting, but I think I see how to turn this version into  something with enough knobs for a whole game.

This is a really cool idea. I love the non-orthogonal shape of the corridors and the bouncing from striking around.

(+1)

Working with these dungeons has turned out to be a total bear, so I'm glad someone is enjoying them.

(1 edit)

This is WAY too much fun! 馃ぃ

Monsters are now asleep until you've spent a turn near them. Sleeping monsters don't move, and take double damage. I've done several minor tweaks to turn order to make monster turns slightly faster. And I've added some polish features - hitstun and screen shake.

The dungeon generator has been upgraded.

Dungeons are still way too big. I'll fix this after adding floors, which may be tomorrow.

The generator now handles connectivity much better and should be much cleaner in general. Additionally it's capable of placing monsters specific spaces in a way that forms a rudimentary narrative.

I think I'm just about ready to start filling it up with content.

Added a bunch of monsters with interesting physics.

Added potions, gold, and wands.

Added character classes.

Split the dungeon up into floors.

Added a final boss!

And some new enemy types, environmental hazards, and foreshadowing.

A fantastic concept that is satisfying to play and intuitive! Well done. :)

I've added a few wands and a final score screen.

I might try to cram a bit more content in before the deadline, but I think this is roughly where I'll leave it to submit.

Also, naming it "Pinball Dungeon"

Snuck in a final update with a rather large amount of stuff.

The boss is more dangerous and has a new special attack.

I added some more flair to the ends of floors and the leadup to the boss.

I added an entirely new enemy type ('a').

I fixed the stealth bug. It was embarrassingly stupid in retrospect and I should've looked at it earlier.

I renamed the wizard class to "Regular Wizard." I don't know why I didn't do that in the first place.

Is rogue's ability missing?

The rogue traded their abilities away for two more inventory slots.

Pretty darn rad game!

Viewing posts 7 to 26 of 26Previous pageFirst page