To become a knight, Nils must first defeat the fierce dragon demon.
But on his quest he was caught off guard and captured by goblins.
Stripped from all his equipment, Nils must now escape from the situation and regather the
strength and supplies he needs to complete his quest.
Z: Left Hand
X: Right Hand
Arrows in combination with Hand button: Use
Arrows in equipment mode: Switch equipment
Hold down a Hand button and press a direction to use the item in that hand.
Hold down a Hand button for a longer period to switch to equip mode. (A white box appears around hand icon).
While in equip mode while still holding down the Hand button press a direction to switch equipment.
Hold down a Hand button and press the other Hand button to use items with each other.
To use items on yourself, use the item on your 'hand'.
Haven't play-tested much at all so there are probably a lot of bugs.
Will probably release a version 2 later on.
Wow ! I love games like this, turn-based. This one is especially tricky to play. Clearly the maps are designed in such a way as to guarantee an easy way through the game, but if you choose to go a DIFFERENT route, you will find enemies too hard to fight with your current armaments.
I see you have the ability of 'dropping' an item, but it is dropped into limbo -
Correction: The item is 'stored' in a player's inventory wheel. Okay, so item is NOT lost !
Maybe have critters not move when entering a new room. Doing this, the player can leave the room and no penalty. If they re-enter again, the critter has not moved. Now if the player DOES move into the room, then the critter can pursue at that point.
Animation-wise, they could move. Perhaps bob up and down a bit or shudder while waiting for the player to move - to let you know they are not merely statues.
When changing items, display text of item to remind player what it is.
Having defeated several critters and gaining no strength and/or defense ability, there must not be experience points in this game.
Other than that, solid game play. Reminds me a bit of Legend Of Zelda except with turn-based and logical deduction game play. Great job !
Hey, thanks. Good feedback!
You can drop things on the floor: by using the hand on the item when it's in your inventory.
Enemies act after the player acts. I guess it would work the other way around. But letting the player move between screens without the enemy ever acting will probably be exploitable by the player.
Some animation might be easy to fix, if it's simple =)
Showing the text when changing items is a good idéa, will probably add that soon! Thanks.
The game does not have experience, it's not an RPG. It's more of a trial and error adventure game.
Definitely a puzzle and a good one. I don't know how much screen-space you want to sacrifice, you could have a smaller map showing where the player is. Say 3x3 tiles for a room, maybe show no more than 5x5 room history, brown X's to show unexplored territory, up in the top-right-hand corner of the screen.
Then the player can see where the exits are and if they are coming up on a known dead-end.
This is a cool game. The way you've structured it and handled the inventory is really clever.
But I have to say I found it frustrating. Lack of checkpoints and missable items make it pretty difficult. Playing through the beginning of the game over and over again to get back to where I died or restarting because I didn't have the right item drove me crazy.
You might want to prevent potions from lowering the player's HP if it's above 10. I accidentally did that a few times. And I ran into a bug with one enemy behind another. After I killed the first enemy I wasn't able to hit the second one until I moved away.
Overall it's fantastic and it kept me playing to the end. I just think it could be a little more forgiving.
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