Traditional Roguelike Fortnight - Day 14 Final
I've finally hit the finish line, and not a day too soon. I'll need some space before wanting to work more on a game like this, it was a marathon for sure.
Today I added:
- A full set of balance passes on starts/items/enemies
- Added damage piercing for some skills/poison/burning so armor doesn't stop them
- A number of bug fixes and crash fixes
There are some areas I am not completely thrilled with the final outcome of balancing:
- The player feels very "bullet sponge" between 7 healing potion charges per level and a big pool of life. However, specially in the first floor or two you don't get a lot of active abilities to use in case of trouble.
- Stuns and the boots that make you go fast can really break the game balance.
- Tier 4 enemies (last two levels) are way too difficult to damage effectively without certain builds.
- I had to cludge in "bonus hit points per level" to make the game even playable later on. This was supposed to be handled by equipment, but since I had to drop item crafting for the "choose one of three" per level, I needed this hack.
Despite all of this negativity, I am overall pleased with this entry. It is in my opinion rather polished (help, music, animations) with a good amount of content (36 unique monsters, 21 item upgrades, 10 map themes).
On top of that, it's written in 5.7k lines of rust and is lean and mean to develop. Macroquad as usual was the MVP library choice.
I could see potentially picking this up as a base for a future game game. Thanks for reading along!