Progress!

I’ve kept working on this LD game, hopefully I’ll get it finished in a few weeks. I’ve added a ton of stuff, but there’re still another five tons to add.

Here’s a small graph of the level structure I’ve intended:

Cliché? What cliché?

The Netherworld would be like a bonus area, something you’d sometimes find portals to. In the Netherworld you’d find a lot more portals, each either sending you further to the Netherworld or sending you to some level in the other areas. To avoid looping, it’d probably always send you to a later level than the one where you entered the Netherworld. In the end of the Netherworld you’d find some pretty difficult boss; I think that’d be pretty rewarding.

Each area lasts probably about 5 levels, the last of which contains some kind of a boss. There’d also be a chance to get some cool special areas, such as an ice area or an area with all the enemies brandishing a certain variation – currently I’ve implemented ice and fire variations of each enemy, but there’ll be more to come.

I’ll be blabbering about this here in the future, and below this paragraph you can play the game as it is currently; I’ll keep updating it. In case you don’t want to play the game in this blog, use THIS LINK

6 Comments

  1. Hempuli says:

    I think you’re imagining it, but I’ll look into it anyway. But yeah, the Master Sword isn’t very good!

  2. Bob says:

    Sorry for the triple post (this was supposed to go in the last one), but as cool as the Master Sword is, I think there might be something wrong with it – I think the projectile kind of messes with the hit detection/damage taken, so it sometimes made enemies harder to kill. That, or I’m just imagining things.

  3. Bob says:

    Oh man, the sword upgrades, along with either the Welding Mask and Rod of Light, are awesome! Just got to floor 22 with a score of 11,736.

  4. Bob says:

    (New high score of 1174!)

    You might have considered/tested these ideas before, but you could try adding maybe a block/evade/shield thing, a charging attack, or (perhaps the most useful) a 360 spinning attack which requires recharging/charging (like in pretty much every Zelda game). Not sure if any of that might make the game too easy though.

  5. Hempuli says:

    I guess I agree about the combat as of current, but I’d really like to hear some improvement suggestions on the combat. What could I do to make it less boring/clumsy? On the other hand, I don’t think the character is very slow; he already goes too fast to my likes.

  6. ortoslon says:

    the character is slow and combat feels bland and clumsy

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