A dungeon runner is a pretty interesting concept. I hope to see a downloadable version at some point because firefox doesn't want to focus on it at all, had to switch to chrome because space bar kept scrolling down otherwise making it completely unplayable.
I'll be making downloadable versions with the Sandy Swords Update (I'm calling it that becasue it adds a desert and an equipment system). Sorry I've been neglecting that the last few updates, lol.
First off, definitely work on the UI and pixel work because looking at the text and numbers is giving me a headache. With no spaces between all of the numbers it's just this constant shape that looks like it wasn't even numbers at first until I realized they were all 0s that were touching and not just a checkered board for whatever reason. Even then I can't even read half of my stats because its all just a mess of black and white pixels. The art itself is rather nice pixel work and the characters are pretty clear. The text is just killing me, man.
Fair. I'll see what I can do to make things more readable in the UI. I will admit that much of it was me being unsure of how to fit all that information on one screen. Perhaps I should split it up between a couple screens somehow?
Also the rat's hitbox is too big I think. If they appear in the middle row they're literally unavoidable. I don't know if that's intentional or not but it's pretty annoying that you can't dodge them in those circumstances and otherwise you need a lane between you two in order to pass by them.
I completely missed that bug. Thanks for pointing that out. I'm glad I made a backup before I started working on the next update! n.nU
I'll get it fixed right away. Looks like 0.12.1 is gonna be a thing, lol.
I do like the variety of characters and things to collect in the levels themselves though. I imagine most people would go with relatively similarly boring characters like elves and such that are very human so its nice to see a rat, a zombie, and a slime. Not to mention coin collecting, random doors for bonuses or multiple fights if you're unlucky, etc. I do wish there were more ways to heal mid run though as it's pretty easy to hit a wall with nothing to do but I imagine that's also because theres just simply no store or potions or any other mechanics that are likely going to be added later on. I do hope we get more power over the nodes later on such as getting more orange nodes if your character is more magic based or yellow if you're physical, perhaps that'll be affected by equipment later on.
Yeah, healing potions aren't going to be a thing, but that's because this game is strongly inspired by Lusty Labyrinth. While the equipment system probably doesn't really work in favor of it, I may be able to add items like the ones from LL that heal you when you run out of vigor, like POW, as enchanted necklaces.
Anyway, I plan on having skills that you can acquire as you level up, such as vampirism, which will restore a small amount of health when you hit all the nodes between enemy attacks. And yeah, I'm gonna make it so that one of the weapon traits for equipped weapons is how often a node will be magical or physical. One dagger might be primarily physical, while another might be all magic. Totally random.
Really simple concept, really simple combat, overall just easy to pickup and has potential to be developed infinitely with level types and varying characters. Also really like multiple playable races to add even more variety to the scenes even if this means a new character would be X amount of animations to take care of in the future but still, its a nice addition. Could really just use some polish to make the text read better and additional content. Its a good start, that's for sure. I hope you'll find the motivation to keep working on it.
I actually have something of a plan that results in 61 enemy types, 58 bosses (mostly basic enemies with better armor, cuz I'm just one guy. n.nU), and 30 "metal slimes" that have a 1/1000 chance to randomly take the place of whatever non-boss enemy you encounter. And, if this game gets decent reception, I also have an idea for a post-game with 21 more enemies and another 20 bosses.
Thank you so very very much for this indepth review of my work. It really means a lot to me. A lot of people look at games and just go "Oh it's good. I liked this part." But you took the time out of your day to closely examine my work and tell me exactly what you thought of it. I won't forget that anytime soon.
As a start it is fine. The first run has the perfect number of enemy variety but subsequent runs could end up lacking. I'm not sure if the combat system chosen is the right system to go for, for this style of game but given i can't think of any systems that could be better it's probably fine. I'd say you need music for the hub, the dungeons, and the sex scenes. My PC downgraded recently and i haven't had an opportunity to get my music software back. I'll see what i can do but don't expect much.
Haha nice to see you again, man. And you don't have to do anything for me if its inconvenient: you don't owe me anything. I'm just glad you're still a fan after all my fuckery.