I Don't Want No Bugs in My Dungeon (First Update after Game Jam)
Thanks a lot to everyone, who reported bugs or balancing issues. This was immensely helpful đ§Ą
(Also thanks a lot for all of your kind votes! The game placed 8th of around 400 submissions đ)
Now that the voting period of the game jam is over and I can upload an updated version, I fixed quite a few things (and found even more bugs in the process). You are going to find quite a lot of your feedback realized in this new version.
Here is a full list of all changes and future plans for the game:
Bug Fixes đȘČ
- âWarning bugâ: On floors 2 and 3 some battles did not load properly after âwarningâ was displayed to indicate the beginning of a fight. I found this bug one hour after the submission deadline. It was quite the easy fix. But obviously it was too late to upload an updated version in time for the game jam. Still, thanks a lot to everyone, who took the time to report this bug.
- Fixed the position of the playerâs health bar in the first boss fight.
- Fighting the pumpkin monster as a regular monster on the 3rd floor no longer plays the boss music.
- When hit while attacking the player, the zombie now properly goes back to its attack animation immediately after being hit.
- The zombieâs invulnerability check while attacking (and being darker) is now much more accurate.
- The fire rain attack of the second boss can now also hit you when you are standing in the right corner.
- Changed the hit detection method for the demon bat to the newer, more accurate method which is used for all other monsters.
- Added âwallsâ in the menu so that the player can no longer move the cursor left or right in the menu.
- Fixed a visual glitch of the menu option âscoreâ. It no longer changes its color while scrolling. The scrolling still isnât perfect but much better.
- Fixed spelling (âslay the beastsâ instead of âslay the beatsâ â less groovy but more fitting)
Other Changes đïž
- Wells now wonât appear if your HP are full.
- Wells also wonât appear anymore if you canât afford to heal.
- Shrines now wonât appear if you donât have any skill points to spend.
- In the above conditions chests will appear instead of wells or shrines.
- The gold cost of healing at a well is now equivalent to the amount of missing HP instead of the amount of maximum HP.
- The amount of gold that can be found in chests now scales with the current floor and the playerâs level. This will give you way more gold than you would currently need for healing. For the most part, this is intended for future-proofing, as I intend to add more ways to spend your gold and more floors.
- Skill points no longer reset after death.
Ideas / PlansđĄ
Here is a list of things I would like to add to the game, if I keep working on it
- More weapon types like assault rifles or shotguns that all play differently and have to be mastered independently (at shrines you will be able to select the type of weapon for which you want to increase your proficiency, resulting in more damage with this specific weapon type).
- A gun management system. Finding a new gun will no longer automatically replace your old gun. Instead, it will be stored in your bag and you can equip it from the menu.
- Adding an equipment system that lets you equip protective gear.
- Adding more types of special rooms like shops or smiths.
- Adding an item system that lets you use items like potions in battle by pressing select.
- Adding an inventory system to manage items and equip them for use in battle.
- Making the town of Baratrocado explorable in a top-down view after each death with different things to discover and to unlock.
- Creating a bestiary that automatically creates a new entry when you encounter a new monster type. The bestiary will also contain hints about attack patterns and helpful strategy hints.
- Making the monster difficulty scale more with the current floor, making later floors more difficult. Iâm not addressing this right now, so that playing through the game while testing does not take too long.
- Adding an Endless Mode.
- Adding some kind of high score system.
- More floors, more monster types and more content overall.
Just for reference: The game jam submission was version 0.1 of the game. This update is version 0.15.
Thanks for reading all the way to the bottom. As always your feedback is extremely welcome. Please let me know, what you think about the changes and future plans đ
Files
Get Doomslinger Dungeon
Doomslinger Dungeon
A first-person dungeon-crawling rougue-lite shooter for the Game Boy.
Status | Released |
Author | playinstinct |
Genre | Shooter |
Leave a comment
Log in with itch.io to leave a comment.