splash sound effect credit to @note
thunder sound effect credit to @dw817
and a big, big, big credit to @Krystman for his help thru his porklike tutorial
all character,npc and enemy sprite design is all original artwork done by me.
Helpful gameplay info:
Bump into blue and purple objects to interact with them. If it doesn’t move, it’s not an enemy.
there are plenty of secrets to uncover and a grim story to be told!
If you're proud of your end game stats then post a screenshot in the comments!
Had a lot of fun playing. :) Nice own version of the Porklike foundation. Keep going!
Specially love the throwing mechanic - very well made.
I was confused by the floor 1 tutorial helper npcs - first i thought they are monsters, than items and than i realized they should be some kind of npcs? -> For me the sprite design wasn't clear.
The 1st level monsters don't die with one hit ! That right there made it so I could only get to the 3rd level.
Glad you found a use for my sound effect. Good game too, gave you a star. Keep up the fine work !
@thatsmaik thank you for the compliments and the helpful criticism! What do you think would make it more clear that the npc’s are npc’s?
@dw817 thanks! A helpful hint is you should look for the exit first. Then hunt down chests. That way you have an escape route if things get too dicey early on in the levels.
@ChronoChill no worries!
Good point and question - Maybe try to give them the same sprites like the player and just change the color? The player is quite thin and animated, probably its the staticness and the completely different (head) proportions of the npcs.
@thatsmaik Ahh okay. Yeah I could try that. In the meantime it will be more clear for new players. In the full release I wanted to have the npc’s be animated. I’m still pretty new to programming so it’ll be a little bit of a challenge, but I’m here for it!
This game is so fun! Its a great dungeon crawler and quite challenging, this game has a good array of enemies, beutiful sprites, and a balanced HP system. This game is pretty great for beta! I ony suggest more loot to appear, maybe some sprites as decoration, the skulls are nice, but we could use cobwebs, cracks, and other dungeon like features.
@agent_Tom aww thanks man! Made my day seeing this comment! More decorations I hear ya. Might be a good idea! And I’ve tried testing the game with more loot. But I have a problem with getting too many items in my inventory. Which can make the player over powered.
Nice game! I made it to level 27 (after a few tries!)- what level do you need to reach to escape? Starting to see the tactics of the turn based combat.
@ChronoChill You make a valid point about over flowing inventory, It has happened to me before, but that was only early game, later on, you seem to have less loot, for you are using it all to re-plenish your HP from previous fights, maybe more loot can appear later on? Saying, you get less loot early game, but then more chests and stuff appear as it gets harder. (This won't be needed for the mini break rooms but it could be nice)
@gfcarstensen thanks man! glad to see your having fun with it! feel free to post a screenshot of your end game stats if you'd like! I don't want to spoil how many level there are. However, I will say you made it most of the way thru the game. Congrats on that!
@AgentTom Interesting idea. First suggestion I've received of that. Will take some restructuring to accomplish. I'll consider it for the full release!
Thanks for the consideration. I will look into your progress with great interest!
I got to level 14, the story is coming together a bit. I would only suggest vases to appear in regular floors, I only see them in resting rooms, though this would be pointless to add, it would be a nice touch. No bugs found, this game is great!
@Agent_Tom vases in floors would add more to the floor variations. Sounds like a good suggestion! Glad your making it further!
@ChronoChill if I may be so bold, I would love to have more armour and weapons appear in the game, this could prevent over flowing for players would scrap old gear, and it would help said player advance the game and adjust easier to new enemies.
@Agent_Tom interesting. Thanks for this! i keep note of all suggestions. You guys are my beta testers so I really value feedback!
@ChronoChill Sorry about my previous comment, I actually think there is enough armour and weapons, I more of meant that you would get better armour over time. My best sword came from the tutorial floor and I never got anything better through level 14. This also includes armor.
Agent_Tom there are more powerful swords and armor the farther you go. Maybe you were on the cusp of finding some...
@ChronoChill Yeah I probably just suck lol I will make sure to chest hunt more often!
Enjoying the game a lot - just a few thoughts that might make it more fun/consistent.
- Maybe look at allocating some level of weighting to items. I find luck plays a large role in advancing far in terms of the items you get- get the scimitar in the opening level, and easy to get to level 10, get scimitar and leather armour, and for sure you get to level 15. Then some runs you get rusty sword after rusty sword- ha. Maybe some weighting to getting food a bit more often vs. items might make chests more rewarding more often.
- I find the level 5 and level 15 (I think its level 15) checkpoints/areas are often underwhelming in what you pick up there- might be more fun/rewarding if those pots give you something more often, and again a higher chance of food. In general I just find a common frustrating pattern is getting a rusty sword or leather armour over and over again when you don't need it- so some thought to how items dispersed might make it more rewarding.
- My last thought is (and someone said it earlier) - putting a couple pots in every level really would add to strategy (even if in these levels very low % of giving you something) - just allows you to burn a turn or move a monster around it.
Anyway just feedback to consider- I'm enjoying the game!
Argghh! Ha. And I had some golden Armour but only 1 hp left.
@gfcarstensen oof. man rotten luck. killed alot of enemies tho! More than I usually kill!
thank you for the suggestion. I was more using the checkpoint areas as a way to the tell the player what to expect next and to show the story. I never considered that the player might expect a good item on that floor. I usually start to introduce new items around the checkpoints however.
The reason leather armor and rusty swords are common in lower floors is because I was having an issue with those items not spawning at crucial floors during testing. a fix was to make them more common. I guess I need to find the sweet spot.
you make a fair argument for the pots! I'll implement them in the full release!
@ChronoChill Checkpoints? Oh man I reset my cart when I die lol...
@Agent_Tom I like to call them 'safe floors' not really checkpoints. Wouldn't be a rogue-like if it had them!
Also when you say you reset the cart, you mean you don't press x to restart after you die?
@ChronoChill force of habit most games I play have a death cutscene or something like that so I reset to save the time lol.
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