Hey thanks so much for playing!! There were a lot of good pieces of feedback in that video so I appreciate you taking the time and sticking through a whole playthrough. I'm experimenting with ways to disincentivize just picking everything up right now so maybe there'll be some changes to that in a later version.
I played the 0.0.2 version and it is much improved! Highlighting the enemies is a big improvement and the game did need more spells, and seeking out spellbooks adds some interest.
The combat isn't very interesting yet though, and other than targeting trash that I know I need for spells I don't know why I wouldn't pick up just about everything.
I do hope to improve the combat in the future. Right now enemies are just doing damage via bump combat which makes them easy to predict and kite around. Adding some different varieties of ways for the enemies to attack the player could help raise the stakes of typical encounters. Groups of enemies (even in the game as it is today) are definitely a step up in terms of difficulty so I have some plans to add 'packs' of enemies that roam around together.
I have some ideas floating around for incentivizing the player to strategizing their garbage collection a little but nothing super concrete yet. I want to experiment with reducing inventory size. There's no way to drop items you've picked up so with a smaller inventory it would be possible to fill up on components that don't power your spells effectively stopping you dead in your tracks. That may force the player to be a bit more cautious, but is certainly not enough to keep things interesting, so I'm chewing on some other potential negative effects I can impose.
I can absolutely add a toggle for the CRT effect! I've never built a settings page before so that'll be a good reason to get started on one.
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Garbage video for your garbage game.
Hey thanks so much for playing!! There were a lot of good pieces of feedback in that video so I appreciate you taking the time and sticking through a whole playthrough. I'm experimenting with ways to disincentivize just picking everything up right now so maybe there'll be some changes to that in a later version.
Interesting concept, the game didn't end when I got the key and went down another level on the fifth or sixth floor?
The game crashed on me once, maybe because my inventory was full? And one time when I started I couldn't pick up any trash
I played the 0.0.2 version and it is much improved! Highlighting the enemies is a big improvement and the game did need more spells, and seeking out spellbooks adds some interest.
The combat isn't very interesting yet though, and other than targeting trash that I know I need for spells I don't know why I wouldn't pick up just about everything.
Also please add a toggle for the CRT effect :)
Thanks for playing and for the feedback!
I do hope to improve the combat in the future. Right now enemies are just doing damage via bump combat which makes them easy to predict and kite around. Adding some different varieties of ways for the enemies to attack the player could help raise the stakes of typical encounters. Groups of enemies (even in the game as it is today) are definitely a step up in terms of difficulty so I have some plans to add 'packs' of enemies that roam around together.
I have some ideas floating around for incentivizing the player to strategizing their garbage collection a little but nothing super concrete yet. I want to experiment with reducing inventory size. There's no way to drop items you've picked up so with a smaller inventory it would be possible to fill up on components that don't power your spells effectively stopping you dead in your tracks. That may force the player to be a bit more cautious, but is certainly not enough to keep things interesting, so I'm chewing on some other potential negative effects I can impose.
I can absolutely add a toggle for the CRT effect! I've never built a settings page before so that'll be a good reason to get started on one.