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
Get Steel Soldier
Steel Soldier
Grid based boss rush game
More posts
- Progress + Playtest Feedback 1Sep 15, 2020
- Design ideas + Roadmap 1Sep 02, 2020
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