To clarify my prior comment, step-pause-step-pause is absolutely acceptable - I love that in retro-style games. However, the timing was all off for me. The crusader would sprint a couple of blocks, then stall until I tapped the button a couple more times to get him going. That’s what made me think it was key event handling issues.
I can also confirm (but not diagnose) the HTML5 life-drain bug. As soon as I start, I begin to take damage seemingly from invisible enemies at random.
[quote]I can also confirm (but not diagnose) the HTML5 life-drain bug. As soon as I start, I begin to take damage seemingly from invisible enemies at random.
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The orc looks like Rome troop… after infected
I noticed that too, but it only bothered me in the beginning when there weren’t any monsters or anything on the screen. When there were guys attacking me, the turn-based feel was fine and didn’t seem laggy. Maybe make the movement smooth when there’s nothing else on the screen? Looks promising so far, though.
The monster isn’t actually a Bear, it’s a bug bear - which are just furry goblins with bear like ears and muzzles. That said, here’s some colour variations:
I like your sprites a lot. I can’t believe how fast you’re making them. It takes me sooo long to draw anything.
To make the merchant look more subtle and shifty (he transacts his business in the dark corners of a dungeon, after all), maybe just have his eyes shift left-right, instead of his whole head.
Just a thought - I look forward to the next update!
I’ve never seen gameplay quite like this. It’s really kind of cool. What would you call it? Just turn-based? There has to be another name for it! What kind of programming goes into it? Would something like this be fairly easy to make compared to a real-time game?