you don't have to apologize for anything. game making is a learning experience.
most of my complaints you addressed pretty well in your reply, so I'm glad you recognized some of the faults and most of them were due to time constraints anyway.
I tried playing it again, and got to the boss this time. the game seems to love to spawn hearts when I'm at full health and never when I actually need them. died in one hit, and quit again.
I think if the green blobs didn't take so many hits to kill and if you had a slightly better chance at getting a heart piece from a dead enemy when you're low on health, that it would have been a lot better.
Yeah, I'm just sorry that I wasn't able to address most of those issues in the limited time that I had. I feel like if I had chosen to focus on more variety in the base game rather than on the ending and the secret inside the shopkeeper's $400 chest, that the general play expereince would've been more rewarding and you might've enjoyed it more. Luckily for you and everyone, I plan on working on this some more to add some of fhe things I didn't get to in that first week. And now that I've seen a playtest in person, I have a lot more things to improve.
For one, it's way too unforgiving, especially for as little variety as there is in the dungeon layouts currently. I was the only playtester in development, and I assumed the game was pretty easy, though I was trying to make it challenging. I want to take the slimes down to 3 hp and give you an extra heart and be more liberal about dropping health pickups. Right now they are too random, and the game doesn't give you hearts or fairies more if you are low on health. Ideally it shouldn't waste your time giving you health when you don't need it either. It's currently just random...and it feels bad.
Also, the movement is really awkward if you're trying to do close quarters combat, because it's too easy to bump into an enemy when you ate just turning to face them. I will just add an acceleration time to get to top speed, that way it's more forgiving to just change direction. I also want to put a delay on enemy spawning when you enter rooms, or find a good way to solve the problem of players rushing into an unexplored space and immediately hitting an unseen enemy. Most players seem to take the aggresive route of slashing when crossing room thresholds, rather than my preferred strategy of being careful. The biggest problem wi the aggresive strategy is that players accidentally attack the shopkeeper and then get killed. I want that to be a choice, deciding to try to kill him and get what's in the expensive chest.
This was fun
I always like games that are tight and focused. Couple things:
-Given that the sword is essential and is always within one room of where you start, it might as well be in the room where you respawn. If there was an exploration aspect, or the need to avoid danger until you find the sword then maybe it would make sense to have it spawn randomly, but currently it just adds an extra layer. Put it in the starting room and you still get the Zelda moment of opening the chest with minimal distraction from playing the game.
-I wanted to be able to open the chest from either side.
-You ought to give the hearts and fairies the same collision rules as the player. It sucks when you need a heart piece and it's sitting in the water after spawning from a dead guy.
-I had to end task after winning the game to exit.
-Given the narrow scope of the game (which is totally fine given the limits of the contest) I think it's actually slightly long.
-The Satan battle is fun. Simple pattern but his health keeps it tense sense you have to run around quite a bit before you'll kill him. I nearly died getting stuck trying to move through the single tile walkways around the outside though.
Thanks, I'm glad that you liked it. I prefer short and focused games as well, although I don't think this fits that criteria very well.
You are probably right about just always putting the chest in the entrance room. I don't like that players seem to forget to pick it up and just see it as an annoyance when they try to attack an enemy and don't have the sword anymore. Though, I don't really want to lose the possibility for puzzles surrounding getting the sword, so I don't think just giving you the sword at spawn is the right idea. I think requiring you to avoid enemies while weaponless is a bad move, it would be too frustrating.
I appreciate wanting to open the chest at the side, and I will think about it. But I actually like having to be in front of it.
You are right about the frustration of losing hearts and money and fairies, but I don't think I need to fix it that way. I think I just need to make them a lot more common.
As for having to end task, yeah that's intentional. Did you not read any of the ending monologue? I mention it specifically there. It's supposed to be an anticlimax ending, and it also feeds into discovering the secret of getting what's in the expensive chest in the shop.
Yes, it is too long, I set the dungeon size range before I realized I wouldn't get to add puzzles or more enemies to the base game. I will keep it in mind.
As far as getiing stuck trying to fit through small corridors, adding acceleration to the movement should make this kind of motion mich easier to achieve.
Once again, thanks for your feedback everybody. I hope you will keep up with developments on the project going forward. As a special note, I did update the build in the first post to fix the bug where you could kill the shopkeeper by standing awkwardly close to him. Now he kills you 100% of the time if you attack him.