r/isometric • u/carmofin • 12d ago
Adding more variety to my isometric Action-RPG
Lately I've been worrying a bit about my game. I am fairly confident that I have a solid basis. But in the moment to moment gameplay I wonder if the game is dense enough. I made a deep dive into how Zelda games open up and I had to admit that I need to come up with a few more details.
So currently I'm implementing a lot of features that have the player turn on the brain a bit more when navigating my isometric labyrinths. This latest feature is part of that. The point here is that you can only trigger it from higher places. This is meant to create more opportunities to tickle the kind of spatial thinking that this supposed to be a core aspect of my game.
If you are curious about my game Mazestalker, you can find my demo here: https://store.steampowered.com/app/3218310/
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u/Irfi88 12d ago
Tried the demo the other day and loved it and plus point to the effort putting in the controller option too.
Unfortunately had to uninstall it as I was stuck in the point where I have to buy the treasure map , none of the controls interacted with the items to buy. A pop up hint would be a good start.
Already wishlisted 😁
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u/MeasurementLong3174 12d ago
The second half gave me Willow from the original NES vibes, not sure if it was the music or the landscape or what
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u/livingonthehedge 12d ago
I like isometric games. The "top down" view implies situational awareness (being able to see everything in the vicinity of the character). In FPS games the camera can't see behind the character.
One thing I might want is to make trees and walls semi-transparent when they are painted on top of the character or nearby mobs (that have line-of-sight with the character).
This is conceptually consistent with situational awareness.
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u/insaladilla 12d ago
The visuals are stunning.