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Indulge Lady Tallowmere and see how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play. How far can you make it?

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Improving the town (Games : Tallowmere : Forum : Tallowmere General : Improving the town) Locked
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May 2 2014 Anchor

Was discussing this with sethbattin a few hours ago. Suggested the town's randomness is not a good thing, and that leaving town is too slow.

Proposals:

1. Make the whole town static and consistent for each session, not random.
This would speed up the town-visiting process for turning souls in, make it easier to find the starting key and enter Room 1... less time in the boring town means more time back in the dungeon killing stuff!

2. Speed up the door-unlocking sequence.
Putting the key in could be faster. Door-opening speed could be a bit faster too. Waiting for doors to open is a bit lame.

3. Remove the elevator?
I created the elevator to try and give a sense of descending into the dungeon (without using stairs or doors)... even though the dungeon doesn't really get deeper at the moment.
I have thought of adding other elevators in different dungeon rooms, because I do like the idea of delving deeper down... I will do some trials with changing it a bit. I still feel kind of partial to the elevator though :3

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Update:
I have made the town layout be static and condensed:

Experimented with the door-opening, ended up scrapping the key insertion sequence -- now you just activate the door, the keyhole emits a few yellow sparks with a sound, and then the door opens. I tried speeding up the door but I really didn't like it, felt it was too fast, so will be keeping its speed the same for now.

Moved the locked door before the elevator instead of after, so no more frustration of not getting the key before using the elevator.

Made the elevator move a bit faster. I still want to retain the elevator, as to me it just signifies the start of your journey. As you get better, you'll die less and less... Without some sort of depth-descension sequence, it just feels wrong having the town's front door be right next to the start of the dungeon with nothing in between, so the lift acts as the gateway to the start of the dungeon.

Edited by: chris.nz

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