I’ll use this thread to just update with features or things I’ve added while making “Tower”.
Today I added
Timed Hits for both attack and defense, on certain skills
The idea here is to move power from the defense-flavored Fever Time and just make Fever Time an attack power boost, so now the player can survive for longer without relying on RNG, and boost their own power more consistently
I think I’ll make the timed defense hits only for boss battles and especially tough normal monster encounters - seeing the guard icon every enemy attack takes an extra few partial seconds that can eat up time, and could be annoying.
It got annoying lmao
Overworld movement for player is no longer locked to “grid” style movement
It’s a little buggy when moving around corners where you can’t pass through - the follower players phase right through the walls instead of walking with you directly. Looking to change this to be proper, but this works for now.
And my sprites aren’t animated, yet.