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When you very frequently press same button (F for example to launch fireball) it is treated as if you were holding it. Should fix.
Labyrinth alhorythm should be changed. It currently tries to fill whole area with paths, that causes first turns to be very large (~ half of the labyrinth each) and last turns to be very small (1-2 cells). Should do it this way instead: generate a random path from start to end. Then choose random 10 or so points on the path - make wrong subpaths from them. Increment each by one so that they resulted in ~ same length. It's okay if not whole area will be filed with paths.
The ladder to the labyrynth is too boring and hard to see. The former could be fixed by like moving each stair up-down-left-right maybe. Could make each next move with a small delay to make wave effect.
Battle system is ... bad. Right mouse button is supposed to be "block", but everything moves so quickly that swords do not collide and go through each other and you get hit. Also you can move epee inside opponent then outside, then again inside in on blow by playing with W and S buttons making it 3 hits, that's wrong.
The boss on the arena should have 3 stages. Just one is implemented now - jumping on buttons and holding them while you get surrounded by icicle prison. On second stage boss should fire round of bullets to the left and right - player has to dodge them, reach the boss and land a hit. On third stage boss get on the high platform and starts sending platforms that move vertically down and break a cell on the floor on collision - player has to jump on these platforms, reach the boss and land a hit.
Some story should be added. Also present lines are awfull.
Some level design is needed. I would like to have something long where you have to jump a lot and are forced to do things quickly, maybe some attacking interaction... and so that you could clearly see where you are going - most of present routes are leading up and that's not very convenient, you don't see where you are jumping. Also, moving along a straight line or around a perfect cillinder proved to suck, path should be unpredictable I think.
When you pick up an orb and slow music starts playing everything slows down. That's ok I guess, but when it stops, everything teleports to current song position. Same issue can be seen when you step into the rope-jumping area - when music starts, rope teleports behind you. It should not - everything should transit smoothly.
I'd like to make some thing with the big bridge. Like putting a mob on top of it, that would send some balls down and heroine would have to jump over them and move to the top. Since bridge is wide, could also send many balls and force player to move right/left (maybe even back) to avoid them...
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The text was updated successfully, but these errors were encountered: