Map cleanup + effects.


Adjusting the sanity lost. now it's every other step (or rather losing half a percent). This was closer to what I intended, but I had it faster to check hunt times.


Added more walls and things to the map. There were a few areas where there was a wall at the edge of one screen, but nothing on the other, causing the player to bump into an offscreen wall. That's not a bug, bu I'd prefer to have the walls onscreen and adjusted it accordingly. I've also done minor aesthetic changes to the text box, and have been slowly editing the text in-game. Said text is basically a first draft, so bare with me.

If I have any tokens left, after implementing the other things, I was thinking of adding more dialogue to the some of the same characters based on game progress (i.e. the amount of orbs collected). But that's only after finishing the ai, music, and all the other features. At this point, I've used up about a third of the tokens (and about 20k of the character limit), but there's still lots of places for optimization.


On the back-end, I'm trying to learn how to do some AI. Maybe have the spawning zombies move around. I'm also trying to figure out how best to make the ghost. Setting them all up with classes is like my kryptonite.

Files

KrazyNetherworld_prealpha_ggj_007.zip 19 MB
Feb 01, 2021
krazynetherworld_web_008.zip Play in browser
Feb 02, 2021

Get Pri - Krazy's Netherworld (still wip title)

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