Some feedback:
The charge attack on the mace doesn't seem to be fast enough, an enemy can easily walk back and attack you while spinning.
Would either prefer if you could hold a charge or increase the attack speed.
Please let us pause in single player
The jungle snake's head can still fire for a bit after being killed.
Extra HP from heart containers should not be able to be taken away through downgrades.
The keyboard should be detected as a player for split screen.
You should have at least 3 seconds of invincibility after being teleported
- I think I'm going to switch to the hold charge attack, like in link to the past.
I wanted to shy away from that, however it's the most straight forward.
- I'll write down pausing in single player, shouldn't be too hard with time scale in torque.
- I've been thinking of re-doing the fountains and a few of the "randomized" things, now that you have to earn health it doesn't make sense to lose it randomly.
- Keyboard in split screen may be a bit weird to implement in split screen but I'll write that down as well. I suppose I can just have an option to use keyboard for the first player only, and disable keyboard input on the rest.
- Good idea on the teleporting, I've actually been thinking of teleporting a lot as well lately. I've been trying to think of ways to make it more interesting and less random.
It doesn't help that the knock back seems to be either hit or miss
What do you mean? It should be pretty consistent, crits send enemies a longer distance, normal attacks send it less.
-- lol --
I put in dungeonSkip( DungeonTheme ); while in the loading screen and got these glorious works of art
I'm actually really happy it didn't crash lol.
It's always good to do stuff like that, breaking your procedural generator algorithm can give you new ideas.