This week I've been trying to clean up the most obvious bugs, so I can then go back and do some actual play-through tests myself. (I've played through the first dungeon a number of times, but haven't yet played through all the content that I have in sequence -- I just change the starting room to whatever room I'm currently working on).
Things on my radar this week for fixing:
- When you die, it should automatically select "continue" instead of "start" on the title, so you don't inadvertently start over.
- Right now, the mechanism for restarting in whatever respawn location you've reached doesn't work - you always start in the first starting room
- Based on some feedback on AtariAge, I made the first blue slimes a little easier, and made all enemies have a minor "bounce-back" when you attack them.
- From all y'all's feedback, I've added experience and level-ups. Right now, it's simply based on the average of the enemy's HP and attack power, so I don't have to add another stat for each enemy.
There's still a few minor things: some glitchy stuff where the ball object gets displayed on the title screen, the subscreen doesn't work right when you're in a dark room, etc. I think I can get those hammered out in the next few days so I can start seriously testing!
SPOILER ALERT! Here's my world map so far. (Other than the 6 right-most rooms that I haven't bothered to screenshot yet) |
3 comments:
Any plans for pysical (cart) release? I have the pysical GBA version.
I hope to do a physical cart release, although I haven't started working on any of the details yet. I'll post on here as I figure it out!
Thanks for picking up a copy of the GBA version. I hope you'll enjoy this one as well.
I played this game (GBA and NDS) long times ago, and it's fun. The quality of physical GBA version is very great. The publisher doing a good job...
For this Atari 2600 version, do you want to release it by yourself or through the publisher? Can't wait for the complete version of this game.
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