Some new concepts for the next demo:
Sleepyhead wolf.
A save point. It always hungers for more data to save, so feed it regularly.
Redicicle wrote:Cool. I hope you add more levels and enemies and maybe a story? Also an element of danger and more variation within what the enemies can do.
Also, a few observations.
1. I saw the starting blue slime with the key glitch through wall into the bosses' room. I'm not sure if this would cause a softlock if it happened when you first encountered it or merely a delay.
2. I actually find the slimes incredibly difficult to fight on mobile. They only really become easy at level 40 when you can insta them. But, like, in normal gameplay rather than "see how OP you can get" gameplay, getting to level 40 early on would be.. odd.
3. I feel like it would be harder to cheese the shooting enemies and especially the boss if they had some lead calculation.
4. The worms feel incredibly easy to kill. Just sit on their tail and demolish them. They're actually a good exp farm. I feel like making them a little more dangerous, like maybe giving them a lunge attack, would be useful.
Thanks for the extensive feedback.
I will definitely add more levels and enemies, this is really just a quick prototype to show the concept. I'm not planning to add a story, I want it to be a more NES/Arcade-like experience. Defeat the boss, because you get a skill to defeat the next boss.
The wall glitch will be gone for the next version.
For balancing, I will probably make the player attack range on mobile larger to counteract the touch controls. While slimes are quick to kill if you do hit and run after their moves, but they are maybe a little overkill as tutorial enemy. I'll make them slower, and put the current version in a later level.
Redicicle wrote:Is a level editor planned?
A level editor is something I could do later. I actually made it so the game can load csv files from Tiled. But I'll first finish the base game, so I'll know which mechanics and terrain types will be there. Before that, making the level editor useable and public would require too much work to maintain in parallel, and is not a priority at the moment.
wariodude128 wrote:Just beat it and think it's pretty interesting. Any way you could turn this into a 2D platformer? Because I just wrote out a bunch of ideas for a game in a brainstorming thread which I decided to call Some Of You May Be Devoured. If you think what I wrote there sounds like something you want to pursue, quote the post in a PM to me and we can get started immediately.
Thanks for the offer, but I already have more game ideas than I can realistically code for a long time, as do most devs. I was asking for ideas mostly to know what people prefer and would like to see more of.
If you are looking for a team, it would be best to learn something like drawing or coding first. From those positions it's easier to find a team than as an "idea person". It's usually pretty hard to implement ideas from an outside client. Game design and coding is very much linked. But I wish you luck with your ideas.