Thanks for the comments guys
The biggest problem I have with it so far is that you can perform actions even while there are messages in queue. This makes things really confusing as it's hard to tell exactly when an event message occurred. Make it a rule that you cannot perform any actions until the message queue is empty.
Ah, that's a good point. I'll get on it. I'll have to have a think about a multi-line message queue - I'll maybe have it so you can bring up a window/panel with the messages ordered by the turn they occurred in.
If you rebind the corresponding action from the keys on the main menu, the main menu will still display the old key even though you will have to press a new one.
Oops
That's a fairly silly bug.
I rebound my movement keys to the numpad and on the tutorial level all the movement spaces just said 'num'.
Yeah, I'd noticed that before. The problem is that it's trying to fit 'numpad 1' (or something similar) into a 32x32 tile, which is really the
code framework I use's fault. But I should really change it to just display the number...
It's nice that you want to keep the original controls for roguelikes but you may want to consider some graphical commands as well.
Hmm, that would fit with the general style of the game, but it would require a bit of thought on the UI design front. It's not high on my list of priorities at the moment, to be honest.
The look command only lets you look at what you're currently standing on. a selectable look command would be really helpful, especially when trying to figure out if a monster is friendly, or what an inventory item does. (Actually I'm guessing this is still a WIP because it always says "Hmm... This cave floor could use some dusting", but I didn't find anything about it on the to-do list)
Yeah, that command's definitely still work in progress. At the moment it's only really useful for investigating gravestones, holes, and bushes. If you have a pair of glasses, or a magnifying glass, you can use them to get some information on monsters adjacent to you though.
A button to review your key bindings in-game would be nice.
Good point. Sounds like a job for '?'.
After dying you should be able to go back to the main menu.
Yup.
hp regeneration should be a little faster. Resting to recover takes forever.
I may have just implemented it and forgotten(quite possible
), but I'm not sure hp actually regenerates at all? You get an increase when you gain a level, but I think that's it. Although you're right, it
should regenerate.
I like the overall presentation, but it's kinda hard to survive with just a spade, dozens of reappearing (seems so) enemies
Yeah, the difficulty does need some work. The first few levels shouldn't be too bad though? Most of the initial monsters are largely peaceful, the only one you really need to watch for is the Blue Blob, and you can outrun that as long as you don't get caught in a dead end. I'll follow this post up with a hints post though.
that goddamn standard keyboard mapping (come on! the numpad is much better than some random characters)
I'm coding this on a laptop, so no numpad for me - the default mapping's just the usual
vi keys, which are common to most roguelikes. Having said that, it's trivial for me to mirror the movement keys to the numpad by default, so I'll get that done for the next release.