@Green_Threat I try to apply the question to my example (in short):
The reward must be so "important" to the player that running towards the opponent and increasing the chance to get damage is worth it. For myself, I would otherwise only attack from a distance. :D.
Game design implementation:
"coins"
Enemies drop coins based on their strength, but they disappear, forcing you to collect them.
Risk and reward, the more aggressive you play the more you get rewarded.
#GodotEngine#indiegame#devlog#pixelart#indiedev#roguelike
The Galactic Mooball competition will be held exclusively during this yearβs Gamescom!
START: August 25th
END: August 29th (included)
Between these two dates, Moo Landerβs free Steam demo will be updated with this new multiplayer mode: https://t.co/lZlGXRhXCk
everyone knows that a good action roguelike needs a dodge roll.
Everyone knows this. π
so player has his iframes now,
I just need to add a cooldown so you can't spam it π
#GodotEngine#indiegame#devlog#pixelart#indiedev#roguelike
step 1 - find a bug
step 2 - try to solve it by trial and error
step 3 - google it
step 4 - google leads to official doc
step 5 - not understood the doc, repeat step 2
but the solution was in the doc π
"exported arrays are shared between all instances"
ππ
#GodotEngine
quick update
"placeholder boss text" has been replaced with a placeholder enemy
gamedev is about progress π
but with this change I can develop the main loop and the floors/level changes, so its really key