I have a suggestion for the exit then:
What if you made each exit an elevator? Since this is a weight-gain game, we need to make getting fat a big part of the game. So what if the elevators only work if you gained enough weight in the dungeon?
I know there might be issues with this, such as ensuring the dungeon can generate enough opportunities to get heavy, but this is just a suggestion; I hope it helps.
Ohh that elevator would fit great for a hidden room in some levels! However I cannot use them that way as exit. I’m designing this game with weight gain as an optional mechanic, so the player will always be able to progress through levels regardless of weight/hunger stage.
Ah, that makes sense. In that case, why not also include ladders that can only support light people? They would be a great counterpart to the “elevators” for the slimmer players.
What I have in mind is a kind of large stairs who would fit all players, but ladders could work in a similar way than elevators to access some rooms with unique loot.
That sounds great! Hope you have good luck coding! Don’t burn yourself out; take time and have a plan!
One is a perfectly normal chest with a shield inside… but the other is a mimic waiting to attack! So what’s your choice? left or right?
MIMICS?! OH NOES (heck yea classic choice)
Anyway I ummm choose left
(Also small issue is that the chests look too long for some reason, am I looking at them wrong?)
I choose the chest on the left, the one on the right has a tear on near the front and that makes me think it’s the mimic.
You’re not looking wrong, it’s actually a silly result of the camera POV value haha.
Let’s see what’s inside the left chest!
Doh!
(Also nice reveal, I like the teeth popping out)
Also, the existence of chests imply the existence of treasure. Does that mean you might implement shops? Or are the real treasures the snacks you find along the way?
i LOVE the look of the game and it’s UI! it looks perfect!
I do have plans for adding a shop for special gear, items with very unique abilities… I’m still thinking a good implementation.
Also a fun detail is that you can dodge the mimic attack by moving away from it before the combat starts.
oh thats a LOVELY detail with the mimics…
The UI is simple, but clean. And that’s a good thing, cause it’s not trying to be diegetic (which can get somewhat obnoxious), but it’s simply communicating all the needed information. I agree with you, the UI does look perfect.
Oh this is looking lovely already!
Like the simple classic UI and the first-person gaining is great, don’t get to see that often!
The new mimic is super cute with the teeth appearing like that.
Keen to see where this project goes!
Say, what does “AC” stand for, cause it definitely doesn’t stand for Air-Conditioning!
It means “Armor Class”. There are different ways to use it but I’m using it as a standard armor value to negate flat enemy damage. However I can implement other methods that t could fit best.
There are people on the internet who came up with the idea of “fat magic”, or magic that is directly powered by fat…
So since you can cast spells in this game, maybe getting fat can allow you access to more powerful or unique spells you can’t use as a small kobold.