I Added ROGUELIKE ITEMS to my Game - Penumbra Tower Devlog

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  • Опубліковано 15 лис 2024

КОМЕНТАРІ • 29

  • @Negreb25
    @Negreb25 Рік тому +5

    Ideas for items (unique means it can only be picked once):
    1. Boots -Gives you 1 extra move (unique)
    2. Bloody knife - gives you 100% life steal but you lose 1 HP every turn while enemies are alive
    3. Frog leg - you can jump over enemies, skulls and chests

  • @DonRawling
    @DonRawling Рік тому +1

    aw, I'll liked the lobotomised look of the old sprite. I think you made the right call, but I had apparently become attached to that doofus! It's fun following your progress on this, awesome progress as always

  • @Diabeticdinosaur
    @Diabeticdinosaur Рік тому +20

    I think I kinda prefer the original frog look, it looked goofy but in a fun way

    • @Greedable
      @Greedable  Рік тому +7

      I liked the goofy look too, but when I was getting a graphic designer to help with the splash art for the game I thought I should give the player character a little more personality

    • @EndoEnnard1
      @EndoEnnard1 Рік тому +2

      Yea, goofy fella is better than mildly pissed fella imo

    • @EndoEnnard1
      @EndoEnnard1 Рік тому +1

      ⁠@@Greedablemaybe add some character customisation? Like different eyes, colour or clothes

  • @Negreb25
    @Negreb25 Рік тому +5

    I remember when you had less than 1k subs. Your channel is doing good 👍. Keep up the work 💪

  • @GrunkleSoos
    @GrunkleSoos Рік тому +2

    I look forward to your videos. I'm really enjoy seeing the game grow/evolve.

  • @Plexplay
    @Plexplay Рік тому +1

    Really cool looking so far!
    I have some loose ideas regarding items, maybe it can be useful in some way, haha:
    - You mentioned that the enemies need scaling so it stays balanced, maybe you could add item scaling too? Something like picking an item once is tier one, then you gotta pick up that item x amount of times to get it to tier two, which only then increases that stat further
    - new item ideas: Scaling damage per enemies killed in that floor, scaling damage per chest skipped (could be quite interesting for choosing to open them or not); Any temporary stat increase (extra HP/damage/... for x amount of rooms/turns
    - I don't know if you talked about this, but maybe there could be a cap and a way to dispose of an item (could also only be possible when opening a chest, maybe?)
    - Environmental changes (torch? lantern?)
    - Trap avoiding items
    Sorry for the long list :D

  • @Dom_R_222
    @Dom_R_222 Рік тому +4

    You could add enemies with ranged attacks and status effects they can apply, like stuns. Stuff like that will always threaten the player even if they've got tons of items.
    Also, health pick-ups for the player, I'd guess that'd help the gameplay.

  • @chstnmusic
    @chstnmusic Рік тому +3

    Just so you know Poision on the sidebar is a typo, it's poison. I've been loving the devlogs, it's looking great!

  • @videorowtv5198
    @videorowtv5198 Рік тому

    I think the weapon items (swords, spears, etc.) should set the base damage and be non-stackable. And the other items should be a minor increase of their damage. I think it would help balancing the progression. Anyway, great devlog as always, can't wait for the next one!

  • @gamling4994
    @gamling4994 Рік тому

    Maybe for late game/certain enemy types or as a hard mode (or just add it in as a full feature) could be interesting if enemies turned into skull piles upon death. would certainly be interesting imo

  • @michaelschultes
    @michaelschultes Рік тому +4

    A map with different room types could add a lot to player choice. Dead enemies could also leave behind corpses like the existing piles. Maybe the player starts with 3 keys and can decide to hold onto them for better chests the further they progress.

    • @Greedable
      @Greedable  Рік тому +4

      Yep I'm thinking about adding keys for sure, and am on the fence about adding in a slay the spire style map but haven't ruled it out yet

    • @michaelschultes
      @michaelschultes Рік тому +1

      @@Greedable awesome, great stuff!

  • @Noiztox
    @Noiztox Рік тому +1

    Dude! This is looking good

  • @TheOnlyBlob
    @TheOnlyBlob Рік тому

    loving the journey

  • @seurg
    @seurg Рік тому +1

    Randomize between fish and rat bones on the floor instead of a human skull? 😅

  • @JellyMudkip
    @JellyMudkip Рік тому

    Nice progress! Keep the good work

  • @anispinner
    @anispinner Рік тому

    Agree with the others, right now the main character doesn't separate well from an enemy

  • @ganondorf2419
    @ganondorf2419 Рік тому +2

    Oh snap, UI changes and animations go crazy lengths to add to the life of a game. Looks great!
    As for enemy scaling and items, what about elite enemies that aren't required to be defeated to progress to the next floor, but will drop stronger/special items upon their defeat?

    • @Greedable
      @Greedable  Рік тому +2

      Yes, I will probably adjust the ways items can be obtained, and there is still a bunch I want to do with enemies

  • @Rockonnor
    @Rockonnor Рік тому

    Hey man ! Game is looking good so far ! If you need someone for the marketing side of the game, we can link if you want to !

  • @felfar197
    @felfar197 Рік тому +2

    noo, l personality think that the old eyes were much betterr, they had a lot of personality in it, like not every game character had lobotomy, u know

  • @mrfrog0913
    @mrfrog0913 Рік тому

    Could you add a item called a beetleroot (beetroot) in the game which increases your actions so you can move more

  • @mrfrog0913
    @mrfrog0913 Рік тому

    Could you make it so the chest disappears after all the enemys die or you only get one item in a chest if you kill the enemys first.