Fredrik
Member
@FROGANUS
Well, perhaps I should create some kind of tutorial in the start of the game yeah, the screen between each floor will be changed abit, not only being a image with "x floor", but rather something that fades out. When you get to the boss pair (atm named knight and mage) you're at the fourth floor. There is three floors before meeting first boss fight, which is the knight and mage after that there's (so far planned) going to be three new floors before a new boss fight, but I'm thinking about adding a new floor for each new area of the game. So before the first boss there's three floors, before the second boss there's four floors, before the third boss there's five floors and so on
Haha yeah the bosses are ment to be abit hard. I was thinking that the first boss could be abit hard so you'd get a indicate of how hard the game possibly could become, and that it would be better to learn that early on at the first boss fight, rather than the later in a end-game bossfight etc. But as the bossfight goes the knight is supposed to go after you, doing slow attacks but hitting really hard, while the make is supposed to support him on the "sideline" throwing magic. The mage is weaker than the knight though, so taking out the game should be easier than the knight, but then again the mage might throw magic at you close up and deal greatly damage at you if you're unlucky. There are some neat tricks to kill the bosses easly, but I dont want to spoil that ;D
Yeah it might be abit repetitive and maze-like, but that's the point though, being a generated maze-like dungeon. However if the dungeon is boring to go through I gotta add more to it. I'm planning to add doors spawned around which you'll have to open as well, so there's some stuff to interact with. I was also planning to add so you have to get a key on each floor to open the door leading to the next floor.
I've never encountered the bug with the item slots being below the screen like that :/ dunno what can cause it.
Yeah, I'll add that. Thanks for noticing! same with stats while you hover the cursor over the armor and ring slots
The doorway making you able to see out to the skybox. I know about it, but I found it after publishing the demo.
Thanks for the feedback! It's nice that you wanna use time to find these bugs. I really appreciate it ^^
Well, perhaps I should create some kind of tutorial in the start of the game yeah, the screen between each floor will be changed abit, not only being a image with "x floor", but rather something that fades out. When you get to the boss pair (atm named knight and mage) you're at the fourth floor. There is three floors before meeting first boss fight, which is the knight and mage after that there's (so far planned) going to be three new floors before a new boss fight, but I'm thinking about adding a new floor for each new area of the game. So before the first boss there's three floors, before the second boss there's four floors, before the third boss there's five floors and so on
Haha yeah the bosses are ment to be abit hard. I was thinking that the first boss could be abit hard so you'd get a indicate of how hard the game possibly could become, and that it would be better to learn that early on at the first boss fight, rather than the later in a end-game bossfight etc. But as the bossfight goes the knight is supposed to go after you, doing slow attacks but hitting really hard, while the make is supposed to support him on the "sideline" throwing magic. The mage is weaker than the knight though, so taking out the game should be easier than the knight, but then again the mage might throw magic at you close up and deal greatly damage at you if you're unlucky. There are some neat tricks to kill the bosses easly, but I dont want to spoil that ;D
Yeah it might be abit repetitive and maze-like, but that's the point though, being a generated maze-like dungeon. However if the dungeon is boring to go through I gotta add more to it. I'm planning to add doors spawned around which you'll have to open as well, so there's some stuff to interact with. I was also planning to add so you have to get a key on each floor to open the door leading to the next floor.
I've never encountered the bug with the item slots being below the screen like that :/ dunno what can cause it.
Yeah, I'll add that. Thanks for noticing! same with stats while you hover the cursor over the armor and ring slots
The doorway making you able to see out to the skybox. I know about it, but I found it after publishing the demo.
Thanks for the feedback! It's nice that you wanna use time to find these bugs. I really appreciate it ^^