So, after receiving a number of reviews thanks to RMNs August review drive for the NaGaDeMo event (of which Dungeon Crawler was a part of) and had expected feedback (after all, it was a game I made in a day, it’s really just what it says on the tin!) but there were some issues that shouldn’t have been in there, mini-project or otherwise.
I’ve gone over the game and given it a polish up in an effort to keep it a smooth, non-annoying playthrough (I accept that it’ll be less exciting than a heavily worked on game, but whether it’s fun or not, there should be no bugs or grievances).
These changes include:
- Removing lighting effects from floors with fireballs, to help reduce lag
- Going over the enemies stats and increasing the overall difficulty of the game
- Made the “cutscenes” on the final floor flow better and end quicker
- Balance-checking on the final floor, to make sure it is possible, but challenging and requiring high-end gear
- Fixed a problem with the Dog boss so that he’s not direction fixed and can attack from all sides now
- Changing the skeleton group on the final floor so that they chase you, instead of just mull around
- Fixing the bug with the boss which crashed the game before you could fight him
- Added lv2 Skills as well as the lv10 skills
- Added a new class – Mage, who has a lv1 skill as well as the other two
- Added “tutorial” textboxes that explain the three control buttons
Hopefully this will keep the game more exciting for now until as and when I work on it again. For the time being, there should be no bugs at least. (If there are any more bugs found, just let me know and I can fix them). Have…fun, I guess!
Ahh, how the concept has advanced from a mini-project as it was. We’ve come up with a few new innovations to put towards the game and plan on giving the story a bit more depth, since it’ll be focussed around the few characters involved and lack of combat. As well as this, we’ve introduced a new section in the levels; between the Village and Dungeons, there’ll be a small “Exploration Map” which will have little real purpose other than to just give a bit of a break between the village and your caves, but will also provide some things such as materials to be collected and secrets, so it won’t be purely aesthetic. The region map has been redone and animated and the characters improved upon, with new sprites specially made for them (and hopefully there’s some portraits in the works with them!) and a couple of cutscene-tutorials at the beginning instead of the to-the-point crap that was there before.
The overall flow of the first section feels a lot smoother now, really getting you in the idea that it’s a chilled out look-around game, but with stuff to do. We’re constantly in the works to find out more extra stuff to add in to keep it full and exciting!
As well as this, DotI is still coming along, albeit slower than before. The first section of the Swamp has been completed after at least three failures that have been wiped.. It’s quite fun to go through now and try to suss the maze, but it’s a matter of having to balance off the monsters in it so they don’t become impossible to manage. There’s also been a new story-based+useful-NPC introduced near the new Refugee base-the Storytrader! Finally, a couple of mini-tasks have been put in, with one of them having an effect on the main boss of the chapter, of bringing this Drug Lord Stirling to justice!