8/14/25
- Added lifts
- Reworked standard doors to use AnimationPlayer instead of animating via code
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I'm on the fence about adding stage select at this point. It would no doubt be convenient but I don't think it exactly works with the leveling/stats system. The balance of RPG/FPS is very delicate and it's tough to wrap my mind around sometimes..! I hate to admit it but I almost wonder if it's not the leveling I should do away with. I don't think it's the kind of thing that makes/breaks the game and I'm sure a lot of players would prefer the simplicity of personal (player) skill growth over artificial strength.
I've been considering giving each character special abilities and if I got rid of XP, maybe I'll put something related to that in its place so the player is still rewarded for killing enemies, something like "You get X amount of uses for your special move and you can kill enemies to refill it". Would kick ass combined with some tasty special moves that let you rack up kills if you know what you're doing. I'll look into it.
-kd.
(P.S., I know this is technically a day late-- I forgot to upload it earlier. Might be out of town this weekend but I'll try to dig up some concept art to show off if I am.)
Ever Deeper
The Dungeon's Tale
Status | In development |
Author | lobotocapitated Softworks |
Genre | Shooter, Role Playing |
Tags | 1-bit, Action-Adventure, Action RPG, boomer-shooter, Dungeon Crawler, FPS, Pixel Art |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls, High-contrast |
More posts
- 9/15/25 - 9/28/255 days ago
- 9/8/25 - 9/14/2519 days ago
- 9/2/25 - 9/7/2526 days ago
- 8/25/25 - 9/1/2532 days ago
- 8/18/25 - 8/23/2540 days ago
- Small Update (8/19/25)46 days ago
- 8/17/2548 days ago
- 8/16/2549 days ago
- 8/15/2550 days ago
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