I've been thinking long and hard about this game for the past few days. I think the concept is great, but the execution could use some alteration. Programming individual movements isn't different to just drawing out the path the character should take. Its all hard-coded, which isn't very interesting. You may want to mix the coding part into the rouge-like part. For one idea: The player gets access to different commands/variables/functions as they progress, and their script has to work under weird limitations. If they only have two if statements but three elseif statements, how would they use that to their advantage? Or maybe they only have one call to an attack function, so they need to build the rest of the script around this one call. So its more like a deckbuilder rougelike, but instead of cards you get bits of code you need to assemble together to beat each level. Limitation breeds creativity, as the saying goes. (Also I would totally make it hacker themed and call it NetHacker)
I totally agree with you, unfortunately it only came to my understanding after releasing the game that you can fully just ignore the if statements and just write out all of your actions with the moves and attacks, I suppose a counter to this sort of play style was including the inventory system, but unfortunately during implementing them I unfortunately had some difficulties and by the end just ended up scrapping the whole thing. Thanks for the comment, it was very informative and it got me to look at the game in a different light, I appreciate your thoughts.
MUM, I'M FAMOUS!
I've been thinking long and hard about this game for the past few days. I think the concept is great, but the execution could use some alteration. Programming individual movements isn't different to just drawing out the path the character should take. Its all hard-coded, which isn't very interesting.
You may want to mix the coding part into the rouge-like part. For one idea: The player gets access to different commands/variables/functions as they progress, and their script has to work under weird limitations. If they only have two if statements but three elseif statements, how would they use that to their advantage? Or maybe they only have one call to an attack function, so they need to build the rest of the script around this one call. So its more like a deckbuilder rougelike, but instead of cards you get bits of code you need to assemble together to beat each level. Limitation breeds creativity, as the saying goes.
(Also I would totally make it hacker themed and call it NetHacker)
I totally agree with you, unfortunately it only came to my understanding after releasing the game that you can fully just ignore the if statements and just write out all of your actions with the moves and attacks, I suppose a counter to this sort of play style was including the inventory system, but unfortunately during implementing them I unfortunately had some difficulties and by the end just ended up scrapping the whole thing.
Thanks for the comment, it was very informative and it got me to look at the game in a different light, I appreciate your thoughts.
Cool concept! Here are some ideas if you are interested:
Random walls to add extra obstacles
Chests that give items/powerups
I'm already very interested after 10 seconds
web devs for the win! cool project. someday i might try to do something like that.
Yay he's back
"they get slayed" Slayyyy queeeeeenn
Nail polish emojis!!!!
This is so epic I love it
Now make this control system the main one of UMB