.
I don't know the answer to that.
Well I've mowed lawns professionally for 2 months and I can basically write you up a contract for commercial maintenance and I presume you've done this for at least a decade and you can't offer me anything.
The artist that drew this has over double my experience. It didn't take him long to draw these sprites though. And no, I don't know how much he is paid.
He's not a pixel artist though so a lot of these are just downscaled from higher resolution drawings.
$25ish, didn't realize it had 3 frames
It's linear but like most of this stuff it's name a number land. If anything the cost actually scales exponentially according to your pocket depth and gullibility
Not bad. (Obama face)
You can't attach a number to the sprites in Space Minotaur. They are beyond objectivity. They are priceless.
New Build
Changes:
Removed battles, enemies now attack you directly on the dungeon screen.
Player now has limited reach to swap tiles.
How to play:
You are the white player tile.
Collect items and defeat enemies by matching their colors.
Reach the staircase to advance to the next level.
Controls:
Left Click/Drag to Swap Tiles.
WASD/Arrows to move player directly instead of manual swapping.
Right click to inspect tile.
Didn't get to do much work over the last 3 weeks, but thought this was a good point to publish at.
Is this game too easy? Too difficult? Too random?
Looking forward to hear from the play testers.
My high score is 600.
after a quick run through, this change completely killed the game. It was an interesting project, but I think Jones has had too much influence
I agree. My favorite version of the game was the first version (in which I still hold the Speedrun World Record). I enjoyed the exploration aspect, the different environments, and the sense of traveling through a dungeon
In the effort to drive the game using interesting mechanics (dropping the staircase to the bottom row or whatever), you lost the sense of "place" - the sense of crawling a dungeon, exploring
Whether this is a bad thing I'm not really sure as I'm sure there are many other games that have dungeons to crawl (I wouldn't know as I don't play games) but not many that drop staircases down to exit the level. I will say it feels like an interesting and novel mechanic. It just may be for more advanced connoisseurs of video games and not casual dilettantes such as myself.
I attached cheat engine to your game and gave myself unlimited items
The game no longer has the "dropping to bottom" objective.
The current system has you controlling a player tile again, with the ability to push and pull the tiles around you as well.
You progress by going into the staircase tile as in the original version.
It's all just experiments - messing around. It's most likely that all ideas are just bad.
I don't think all ideas are bad. Keep up the good work
New build up.