I'm adding some screens without enemies, but with traps instead. It creates an interesting variety. Instead of just plowing through the piles of enemies, sometimes you have to stop and carefully thread across the screen. Of course, some screens will combine enemies with hazards, which you can use to your benefit.
These spitters shoot fireballs. Fire is one of the most dangerous types of damage. Here's a breakdown of the types of damage in the game have so far:
Turns into stone within 10 seconds. Counter with Life Staff or Dragon Fire Potion.
Burning drains health really fast. Regular fireballs, walking onto a campfire or getting hit by a spitter drains 50-60 health in a couple of seconds.
doesn't do any damage, but prevents movement/attacking for a couple of seconds.
Slowly drains health. Can only be stopped with Dragon Fire Potion or Antidote.
Very slowly drains health. Can be stopped by eating any type of food, including gold coins if you have the Gold Diet buff.
It's time for the second level. As our heroes launch themselves with a catapult into the castle, they land on the top of the battlements:
As the goblin invasion is in progress, the battlements are filled with dangerous war machinery. The castle guards are defending a siege and have prepared various weapons and traps for the invaders. You are intruding here, so prepare to deal with the guards and the hazards at the same time.
The second level is meant to be more dangerous, but possibly shorter than the forest area playwise. You're walking around the battlements looking for a way to enter the castle insides.Feedback & Share Bigosaur, 2016-08-21
Here's a video showing the some gameplay of the first level:Feedback & Share Bigosaur, 2016-08-21
The forest level ends like this:
I'm drawing the Castle Battlements (roof area) now and soon I'll start animating enemmies for the Castle levels.Feedback & Share Bigosaur, 2016-08-07
The Knight is fully animated, programmed and ready to go:
Compared to the mage, he has a couple of extra melee animations. The weak attack has three animations instead of just two and there's a special smash animation which activates when the last enemy in the area is lying on the ground:
Feedback & Share Bigosaur, 2016-08-06
Sometimes a special kind of room will be created in the maze: a potion shop, pet shop or a quest room. More on quest rooms later, but here's the potion room:
Feedback & Share Bigosaur, 2016-07-23
If you snatch a voodoo doll from the Goblin Shaman, you can use it yourself once per area. You first bind it to a target and then drop it. Any damage dealt to the doll is channeled to the target. For example, if you stomp the doll, the target takes damage and falls on the ground. If you hit it with a sword, the target gets stunned and takes damage. If you hit it with a poisoned sword, the target gets poisoned. If you toss the doll into a fire, the target starts to burn:
It took me some time to make this work properly for all the effects, but it's a really cool mechanics now. If you get bound to the doll, wait for Shaman to throw it down and then quickly pick it up and activate it to remove the binding from yourself and bind it to some enemy.Feedback & Share Bigosaur, 2016-07-17
Hammers are often an interesting combination of melee and magic weapon. The standard attack is a melee attack, but special attacks can be varied:
The freeze graphics is generated dynamically at run-time. Because of this the enemies really instantly freeze in place.
And here's the ice hammer:
Ice Hammer's special attack is freezing all enemies on the screen at once.Feedback & Share Bigosaur, 2016-07-15
I have some cut-scenes planned for the final game, but currently a couple of placeholder images will do the job of showing the game plot:
Feedback & Share Bigosaur, 2016-07-14