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7DRLs / Re: KORZ-RL (7DRL 2015) - FINISHED
« on: March 22, 2015, 05:36:37 PM »
Hello,
Great to see some feedback, thanks!
I fully agree with the criticism... The truth is that the roguelike-mode should have been given much more play-testing and balancing than I could afford. I completed too much of the game in the last night and really needed to cut corners to make it in time.
Personally I still quite like the game's main idea though and I am considering doing a non-7DRL sequel that is closer to my original vision.
It should have different enemies (not all of them dumb enough to die on a wall, different speeds and different AI's, etc.) and different kind of levels (not only consisting of breakable walls, and not all completely randomly generated) and a level editor would be nice. Also the game should have more magic spells for the roguelike-mode.
Most importantly I'll need to find a way to make the whip somehow work better on roguelike mode. I guess at least most enemies should require more than 1 hit to die.
BTW I've uploaded a small v1.01 update today, but it does not address any of your concerns unfortunately.
Great to see some feedback, thanks!
I fully agree with the criticism... The truth is that the roguelike-mode should have been given much more play-testing and balancing than I could afford. I completed too much of the game in the last night and really needed to cut corners to make it in time.
Personally I still quite like the game's main idea though and I am considering doing a non-7DRL sequel that is closer to my original vision.
It should have different enemies (not all of them dumb enough to die on a wall, different speeds and different AI's, etc.) and different kind of levels (not only consisting of breakable walls, and not all completely randomly generated) and a level editor would be nice. Also the game should have more magic spells for the roguelike-mode.
Most importantly I'll need to find a way to make the whip somehow work better on roguelike mode. I guess at least most enemies should require more than 1 hit to die.
BTW I've uploaded a small v1.01 update today, but it does not address any of your concerns unfortunately.