Labyrinth: a hack-and-slash with a shifting map

Thanks for the thorough report everyone!

The tile issue and fly glitch are known issues - if a player transitions between two rooms through vines, sometimes this can happen. I’m working on a fix for this, it depends on the order that trigger_response messages get sent relative to some other events happening.

For a while I thought tile error was just a spacing issue since I’m not using a tilemap for certain reasons, as soon as @pkeod mentioned the thing about the clear color I realized that the issue is texture bleeding, like he suggested. I should be able to fix that in the atlas.

The weapons definitely need some power adjustments - the shotgun is heavily overpowered, as is the staff if used properly.

As far as room transitions, I’ll take a look at that. Is it the transition type, or the speed that seems odd?

3 Likes