Day 3 Game Jam progress


Our focus remains on the core experiences of the game. It should be fun and exciting to play.

To that end we added the first NPC interaction at the beginning of the game. We wanted to start telling the story of the world that we're building and getting people as excited as we are about what is coming.

We're limiting the number of enemies to make sure that we can polish each one as much as possible during the 7 day window. I added support for all the common control methods. Ultimately, we're going to end up replacing the hotkeys in game with whatever keys you end up pressing, so if you prefer numpad it's going to display numbers. We're finishing up the UI components to make that feel great. We don't want to tell you how to interact with the game, we want you to be able to interact with it in whatever way you are most comfortable with.

We additionally improved the performance, built out working systems for inventory management, added the first footsteps to the game, and added floating damage text for the first step towards improving the feel of combat. We've got some great ideas for attack windups, cooldowns, and charged attacks to make it a lot more fun to dodge around and swing at enemies. Pretty soon we'll be meeting some new companions as well.

A massive section of the game map was completed today and is waiting to be combined with the greater world. Soon we're going to be adding spooky new locations and a lot more depth to exploration. I can't wait to show what our artists have been working on.

Today's build is for Windows/Mac/Linux only. We ended up running into some integration pains with the sound though we should be able to work through them and return back to browser playable builds soon. We knew this was going to happen at some point during the sound integration process and had originally intended only to release a Windows/Mac/Linux version of the game but after seeing how many people have been having fun in the game on mobile and how dedicated our UI team has been to making everything playable and smooth and fun on mobile we're going to try to push to get it done if possible. It's been a bit of a blocker so far but we've also been moving with a greater velocity than we originally thought we were going to be able to achieve. With what I've seen come together in just 3 days time I have no doubt in my mind that we'll be able to get it to work without limiting it to only PC builds.

What're those things in the end of the tranquil forest? Is this really what this area of map looks like, or will there soon be more secrets through the brush? If you make it to the end of this build you can speculate for yourself.

Files

Little Red Dungeon Crawler.zip 35 MB
Apr 04, 2023

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