Magic spells are limited by points, so you can't go round the dungeon blasting monsters with fireballs! MP can be regained by drinking potions, eating certain foods or resting.
I'm not sure about how the player will select the spells yet, currently it's a menu where you can select from a list, but if the player knows 20 spells that might get a bit unwieldy! I will have to figure how the player can select their spells more efficiently. Note that everything is in real-time now, so more time spent navigating through menus is more time the monster has to hit you!
I've also been working on the title screen, there's a retro scrolly message down at the bottom for greetz! I'm happy with the way it looks and it fits the 'dungeon' aesthetic nicely.
I read about 5 essential tips from a guy called Reisuke Ishida who made a presentation at Game Developers Conference -
It's important to come up with a catchphrase that is 'easily recognisable', which in turn influences the game's direction.
Try to make elements like the menus reflect the core concept
Strive for controls that are as simple and as intuitive as possible.
Add a little quirkiness to the design.
Ask that developers consider basic questions like the player's environment thoughout development.
So I am hitting point 2 but failing on point 3! Back to the drawing board!
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