I haven't had much time this week to work on my game, but here's a small recap of the week: I mad...I haven't had much time this week to work on my game, but here's a small recap of the week: I mad...
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I haven't had much time this week to work on my game, but here's a small recap of the week:
I made it bigger and more rogue like. It got more repetitive and boring so I scaled it back to arenas.
8 compact encounters, randomized arenas, upgrade combos and a cleaner cartoon look.
The focus now is making each run feel different and update the art style.
I'm not happy about the current look, so I've gone back to the concept stage to find a design style I'm happy with.
Benjamin's avatar
TRUEFRAME logo
the blue game screen looks cool. how long did it take?
Asif's avatar
Saqork Studio logo
cool
Rohan's avatar
The shift from a bigger roguelike map to compact randomized arenas feels like a smart scope cut—those upgrade combos should make each run feel distinct. Excited to see the cleaner cartoon direction land.
Progress's avatar
Amazing work so far🙌
MD Rafee 's avatar
Scaling back to arenas after it got repetitive is the right call, knowing when to cut scope is half the job on solo projects.
Amanda's avatar
looking good!
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