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(+1)

Thanks for playing and the feedback.

This game has been pretty quick to work on. This update was about a week of work for the kids, and about 2 days for me as I only joined in after the Hungry update. We absolutely want to finish Hungry, but may need to consider if this style is where we are better suited currently. Our first ever jam game, Recharge Your Rocket, was also more of this style.

Without being able to continue after defeat it can be tough to get through until you learn the dungeons and enemy patterns. There is also a bit of trying each and seeing which is easiest for you and your play style, so you can unlock things to make the others easier. In some cases you may find a certain tool you really like and want to partially complete certain dungeons to get the upgrades before going through to complete any of them.

Drat. I saw the projectile issue while testing something else and forgot to fix it or put in a ticket. It will be fixed in the next update. The projectiles are always spawning pointing to the right, which can cause them to collide with things they shouldn't before they get rotated to point where they should. I'll take a look at the boulder as well and see about improving the visuals and collision detection of these. Maybe we will have the boulders use a smaller collision shape for detecting walls to despawn so it can better go down paths, while still having a good size for detecting enemies.

For this game we are currently working with an asset pack, so the kids just scaled the images up when they wanted bigger enemies. We haven't decided if we are going to stick with the asset pack or make our own. Likely it will be a hybrid to not delay the game while we try make all the art.

We will think about the HP bars, probably making it a difficulty option. They can be nice, but sometimes it is also nice to not know exactly how much HP they have/have left. For the games that inspired this one HP bars are not as common, but making a modern game they ado tend to be preferred.

I need to do more work on the enemy path finding/navigation. I also want to add some logic to make them less likely to simply walk into a pit, especially around the corners.

I'm not sure on collecting food, but we do plan to add your classic healing potions/spells as an option with the ability to refill somewhere. The kids did the large pile of food at the start, and I'm not sure what I think of it. We will probably reduce that, and instead better balance the food/healing throughout the dungeons. The core gameplay is inspired by classic (S)NES games like Zelda.

Thanks again. This was great feedback!

(+2)

Now that you mention it, perhaps HP bar might not be that important. I kind of already more from 1 playthrough the HP bars for most of the enemies.

Loving the direction you are taking this.

I think I have kind of a plan to win a dungeon but I am constantly hit by shiny object syndrome and always want to know what’s on the other side of another dungeon! So I never stick to any plan and just late fate guide my decisions. 😂 ( This is a good sign in my opinion, means the game has a strong element if exploration)

You can easily turn this into a larger game in my opinion. And if you are able to add so much good and replayable content so quickly this just might be a great fit! 🤔

Loving the direction you are taking this!

(+1)

Going between dungeons to get the shinies is a valid tactic! It can make the bosses easier, especially if you get some of the extra HP boosts.

The current rough plan is for this to stay short so we can get something out, with this being intended for the co-op bundle. Then we will look at either starting on a larger game in this style with an overworld and more story. We may also first look at restarting and  finishing Recharge Your Rocket. We were still very early in learning Godot with that one, so had to cut a lot for the jam. In the current version you mostly only play in the overworld, with a bit of the initial building having been added. We had planned for you to enter the buildings at each energy site as well, with them being short dungeons. With our current skills it should not take too long to rebuild the game in Godot 4 and finish the additional content we wanted for it.

Glad you are enjoying the game! It is still early, but we are happy with how it is shaping up.