Trout priest - Heart and Grace improvements


This game has been a bit of a whirlwind and I love it! I'm feeling inspired and have had some free time, and really wanted to strike while the carpe is diem, or something.

I've spent maybe 8 hours total so far, and it's come along nicely! Feels good to make something fresh without too much pressure to make it perfect.

Heart and Grace now have segmented meters, so hopefully make it clearer how many hits/uses they have. I want the player to start off quite weak, but perhaps getting improvements to them both as they play. Does the player have to explore the map to collect these?
Grace now has a cooldown meter to show how long the player has until that current buff runs out. Once all 3 charges are spent, players can go back to the Chapel and buff themselves for a refill, and get a bonus charge then and there!


Heart also has a meter. By resting at the Chapel, players can slowly recover Heart, unit by unit. It is a slow recovery, so make sure to time it correctly and don't get swamped by enemies while you do so!

The map also now has some stuff in it! Right now, just a few rocks, ramps and walls to test how the enemies handle navigation. Right now, they simply move towards a target, with a little bit of random wiggle to help them over little bumps. I am considering using the navmesh system, but being a bit blind & stupid works for these zombie fish.
When they spawn, enemies will head for the Chapel, but every few seconds, they will enable a spherical collider to search for the player. If found, they will change direction and head towards the player. It is possible to run far enough away that an enemy can "forget" you and go back to finding the Chapel.

I am starting to realise this game is slowly becoming a Fromsoft-ish tower defence. I'm not sure if that is a good thing or not, but I have definitely put ennough hours into those games that accidentally making one myself is definitely possible. No dodge-rolling allowed in this game, though.

600+ hours in 'Souls games, and this isn't including my 200+ hours in Bloodborne!

Thinking about this game as a "tower defence" has definitely changed my approach going forward. I suppose it was inevitable, given the premise, but now I am conscious of it, I think some kind of placeable/manageable static thing to help you manage the enemies might help make the gameplay more interesting.


Ah, there it is, the feature creep! Scurrying out from under the floorboards again! Shoo!

I'm hoping to finish this game in the hours-equivalent of a few more days, but I think some kind of rechargeable mini chapels to build/upgrade in the map could be fun!

However, now the game is feeling playable and fairly solid, I am going to treat myself to an art pass on the character & fish.

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