Agreed.
Like right now this is how I'm forcing this 1-off event. Just stick 3 in the middle during board gen and make them immovable hahaha.
Doesn't even look like a dungeon tbh. With N colors, I feel like you could drop the board, then after that notate the blocks with walls, enemies, altars, shops, etc. to make it feel like a dungeon.
How much of a "loss of progression" in "exploring the dungeon" just the fact that it doesn't look like a dungeon at all anymore.
If toprak wants altars and gods you should gain favor with a specific deity by breaking his/her specific colored blocks. Achievement in your morgue file.
At this point I think it's impossible to make it look like a dungeon, the sprites are all better off just remade into Crystals and Gems like in the battle screen, but with something to differentiate them or w/e.
Nothing can make it look like a dungeon as long as there are tiles swapping and matches being made.
At least in my limited artistic vision.
I think you can make it look like a dungeon at the level outset and then it just gets fucked up as you swap and destroy.
What I want is notation of what something is by ASCII letters on a gem and then maintaining the idea (somehow) of progressing to the staircase and getting a new level. That has INTENSE thematic value.
I do not know if that's possible artistically however. If it's grimdark shitty pixel art maybe.
I want to have the staircase be only at the end of each branch, it doesn't follow the theme of traditional crawl/nethack floors - but I feel like it works well with the current proposed gameplay.
The ASCII letter can be replaced with a symbol or a border around the gem.
Perhaps a compromise is that the complete "X" matches moves an indicator of the staircase alongside the board to the bottom.
I am at a loss as to how to balance dropping the staircase to the bottom of the board. Perhaps you just have to do it right some levels and if you don't you're killed by monsters. I have no idea.
No dude you just stick a big letter K on the gem.
Yeah but at this point of the game encounters are just generic "You will fight a random enemy if you match this".
Nobody likes ascii graphics more than me, but I don't want too much symbolic clutter on the board.
You'd have K S G H T and the rest of the alphabet on half of your tiles, with some letters being monsters, some being other things, differentiated with what, text color?
I wonder if you could introduce movement/animation into the uderlying pixel art and then blit a K or something on top of it statically in order to give it some contrast.
What the hell is he talking about ↑
I don't think writing "K" on them would work and would look very good. If you make them have some feel of "layers" where the writing is above the gem (blitted above a moving texture) it might be able to be more easily identified?
If the purpose is just to be more efficient with art assets and throughput I really don't think this is the way to go.