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Cart #necromancers_tower-2 | 2020-07-09 | Code ▽ | Embed ▽ | No License

Alright so, the earlier "draft" of this game was pretty bland. I decided to go ahead and just do the game I had originally intended, before I chickened out. Now, you play as the necro-janitor, and it is your job to incinerate the excess undead created by the Necromancers' Guild.

It isn't done (I want to integrate two more enemy types, some items, and use vector shapes for the flames) but it's in a good place to show others now.

let me know what you think!

P#78948 2020-07-05 21:25 ( Edited 2020-07-09 22:12)

Cool concept! It's a lovely twist on the Bubble Bobble idea.

But I think it's not challenging enough. The way it currently is, while you may not be able to jump with your sword out, you can basically just climb to the top of the stage, take your sword out, wait until all enemies have finished spawning, and then work your way down the stage, killing everything without sheathing your sword. Enemies just wander into your drawn sword and die, giving very easy points and coins.
In fact, I ended up "rolling over" the coins, finishing with 108 (the ones digit went off the screen, leaving "10" visible).

Also, a little thing I noticed: if you die and restart a level, any coins that were on the screen stay on the screen for you to collect during your next attempt, potentially allowing infinite coin grinding.

P#78958 2020-07-05 23:10 ( Edited 2020-07-05 23:12)

Thanks for the feedback! I def want to make it challenging. I'm wondering if i should try to make it so enemies climb back up.

P#78959 2020-07-05 23:19

Being able to hold your sword out indefinitely makes it too easy. Maybe the player should have to time it correctly to get a strike on an enemy. Maybe also add a shield - player presses down to activate it? This way you could have enemies throw projectiles at the player, and you have to block or deflect them with the shield?

P#78969 2020-07-06 06:22 ( Edited 2020-07-06 06:23)

the art is definitely good but game is a bit too much button smashing- as previous comments, adjust sword to make it less uber powerful (add some frame before and after an attack for ex.)

P#78982 2020-07-06 11:50

Thanks for the feedback, I really appreciate it! And re: the art, I put more effort into it at the beginning than I did to conceptualizing the game, which is probably why the gameplay turned out so bland.

Anyway, I decided to revisit the concept and bring it more in line with what I originally planned to do. No playable demo yet but here's a gif:


P#79061 2020-07-08 16:36

Interesting twist - do you have spritesheet left to have 1 or 2 frames of walking animation for monsters?

P#79065 2020-07-08 19:58

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