Roadmap 2 + Second playtest feedback


Playtest Feedback:

Visuals are nice but need a little bit more details, define where we are:

- I'll probably update the visuals but the default visuals were good for the time being.

Enemies were not scaled properly:

- Was a bug with sprite imports, don't know why but I left one on 48x48 so the slime looked mini.

Map path seemed to have playtesters moving to the bottom:

- It was intended for players to move towards the sword at the top so they can start swinging at enemies, instead most playtesters went to the bottom.

BUG WITH RIGIDBODIES:

- Can sometimes hit the rigidbody and start flipping around, just need to fix the rigidbody to be fixed on z axis.


Road Map To Completion:

Combat:

- While implemented, very rudimentary, will implement boss and more patterns, but have to work on spawning before then. The spawning will be done by grabbing the grid information and seeing what is a valid spot to spawn, and work from there, because currently it is just manually dragging a game object in and choosing a spawn point. Making it random and making the slime have random movement patterns is a must.

- Also, since it is a boss rush type game, it is good to have indicators where the boss/enemies will move, so that when the player gets hit it is their fault rather than the game's fault, a core idea of difficult games.

- Implement combat instructions upon receiving the sword, everything is non obvious at the moment.

Visuals:

- Accents: Implement lil plants etc., make the level look nice.

- Change water to be polygon to match the pixel art minimalist aesthetic.

Map:

- Change map to be more natural

Sounds:

- Implement music

Files

Steel Soldier Build.zip 28 MB
Sep 23, 2020

Get Steel Soldier

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