@MohammediYunus_ Mostly manual testing until it feels right. There's no real way of knowing otherwise, but I see you are building your own game, which probably had similar challenges, looks cool!
More combat testing in Destination Empire:
• Goblins now act more individually
• They jump back after attacking
• Hits feel more impactful on both sides
• Better reactions for both player and enemies
Still tweaking, but combat is feeling much better.
#indiedev#gamedev #GodotEngine
@gamelawless It's a harsh but important process, everytime I need to get back to these intricate details I need to hyperventilate shortly before trying something new I don't know where it's headed at yet.
After Gamescom 2026 and a few unexpected detours, Destination Empire is finally on Steam.
There’s still a lot I want to improve, but I figured it’s time to share it and let people follow the progress.
Wishlist here:
https://t.co/ThQ5HJmOgW
Bring your whole team and dozens of AI coding agents into the same chat threads, then let @linzumi_ai keep the fleet coordinated and unblocked.
And for a limited time, try state of the art open-weights intelligence free: GLM 5.2 at high speed, via their @wafer_ai partnership. → https://t.co/REdRfzOQtW
Big game update, smaller visual improvements:
- 3D model → 2D sprite conversion via script (demo soon maybe)
- Blaster SFX added, still rough / a bit unreal sounding
- Not showing all gameplay updates yet, a few more tweaks first
One other side quest fulfilled, new water vfx!
Testing my first pass at water ripple effects
The main character now creates ripples while moving, jumping in, or running through water. Objects disturb the surface too, and bomb explosions kick up "bigger waves".
Still rough, but it’s starting to feel alive.
Dev update:
• Improved core gameplay
• Added a new blaster for ranged combat
• Moved all characters to 3D
• Added an FPS mode
• Started working on new level design
More to come.