Nice, lots of useful information guys! Sorry for not posting some instructions for this build, I was in a hurry when I posted this yesterday so I forgot to prepare a README with some basic directions.
One quick suggestion: When you have no "actions" left, your turn should end automatically, it took me a bit to figure out I had to press Space.
I thought on implementing something like that but the problem is that the only case where there is no remaining action is when you are completely surrounded and I don't think this is going to be a frequent situation on the game. But I agree that this is something I should tell the player indicating somewhere on the screen that he can end the turn by clicking something or pressing space.
Fun! I didn't die when I was reduced to 0 hp, though (even though monsters kept damaging me, it stayed at 0.) Is this a feature of the beta for bugtesting, or is it a bug?
Also, I ran out of weapons for a while. Luckily I was able to find the Ice Axe and Fire Sword, but should the player perhaps have some way to attack even without a weapon? Of course, perhaps dying when you run out of weapons is part of the game...
You can't die in this build since I'm using it for testing and I didn't want to restart the game each time I died during the tests. Concerning the lack of weapons, I still need to decide if the player will have some kind of weapon with infinite durability. I can see the game-breaking situation of the player having no weapons and saving his game with no way to continue. I don't want this to happen so I'll try to come up with something for the release version.
I have no idea what constitutes a turn in your game. I, too, had trouble until I learned about the space-bar, but I feel like taking an action like swinging a sword should just automatically be a turn. Seemed odd not knowing you had a half-turn left (or whatever it really was).
It would be nice to know when you're in combat, because I thought the game froze until I noticed a creature next to me.
My only other suggestion would be on movement. Seems pointless to include the side-stepping if turning your head doesn't take up time in your turn-based world. And if it does take time, maybe you should consider making it "free".
Thanks for the feedback! This really helps me since this tells me I still need to work on the interface to give more useful information to the player. I tried to indicate the change of turns using the stone on the bottom right corner of the screen but I think it doesn't work very well on grabbing the player attention when the turns change or when battle starts. I'll try to add a glowing effect accompanied by a sound effect and maybe some text to better indicate the turn changes.
The battle system and the turn changing dynamics really needs some explanation and I should insert some kind of in-game tutorial for the final version. If you want to know more about it, I posted a detailed explanation on my devlog here:
jefrsilva.wordpress.com. If you prefer I can repost it here but since it is a bit long I'll do it on another reply.
An onscreen indicator of how many action points you have would be good to have, I agree. I didn't feel like I missed it too much. I was a bit confused when it stopped letting me use my dagger until I noticed it was broken, it should be grayed out or something to indicate this.
Other than those minor issues, this is oozing with style and a lot of fun. Is there a way to get those cool weapons at the beginning? I found the switch but couldn't hold it down.
Yes I should indicate better when the player can still act and yes you there is a way to reach the weapons visible on the first room. Try using your items to interact with the switch you found on the first room. I can also tell you that there are illusionary walls that hide some passages on the dungeon (maybe you can find new weapons or a more powerful enemy hidden somewhere).
Noticed that though there is a distance check on picking up weapons, you can swap weapons a lot farther away. (i.e. to get the fire sword/ice axe) Not really sure if this was intended or not.
Congratulations you found a bug!
Somehow I limited the distance for picking items but forgot to limit the distance for swapping them. Thanks for finding it!
To finish the long reply, I should tell you that it is entirely possible to finish this build with some health remaining if you understand the battle system. I should also tell you that there are some hidden weapons and a hidden final room for those who like to explore. My personal record is finishing the whole mini dungeon with 9 points of health remaining. Can you beat it?