Gameplay showing off new enemies, shop and item iconsUpgrade iconsAllrighy then. Let's do a little progress reporting.
A bunch of the time have been spent pixeling icons. Trying to get a cohesive look that works with the other sprites.
The icons have a lot more detail and "depth" than the other sprites in the game, which is sort of intentional. I want the items to feel good and juicy when they drop.
I have implemented the following items:
* Caffeine - Crit chance up
* Cephelopod Eye - Accuracy up
* Clover - Luck up
* Goop Moccasins - Leaves a slimy trail that damages enemies
* Hypercardiomegaly - Increases max hp
* Refined Kidneys - Gives hp back when you hit with a crit
* Slippery Slippers - Movement speed up
They all stack infinitely, but have diminishing returns. Much more to come here!
You can now press space to see which items you have along with the map.
There is also money in the game now.
The level generator script now also spawns shops where you can spend your hard earned cash in exchange for an item.
Gonna need a lot of tuning to get this right, but even at this early stage there is some strategy to which items you want to pick up.
Three new enemy types have been introduced:
* Blue Bug - Chases the player and explodes when it dies. Ouch.
Also kills of other enemies. Can yield strategic (and awesome) chain reactions.
* Big Bat - Shoots blue pellets at the player
* Small bat - Chases the player
What's nextProbably gonna try to work on the difficulty curve. Make new easier and harder floor types with fun enemy types.
And then... boss time!
Oh, and IndieGameMag published a short article about the game:
http://www.indiegamemag.com/tiny-wizard-procedural/Thanks for the feedback. Keep it coming.
Playtesters wanted soonish