There are a few tidbits that I've realized while testing the current demo (since it has very recently become fully "playable"). These aren't new features per se, but quick changes that could potentially improve the gameplay experience for the MVP we drafted.
Bombs explode a bit too fast for the current character move speeds, so it's probably best to increase the fuse timing so players aren't forced to take the immediate next turn into a corridor.
A typical bomberman action is missing: Placing a bomb while moving! I'm thinking of adding one entry to Action with DropBombWhileMoving(Direction). Without this, people won't be able to create the classic bomb chains, which we totally need ;).
Bomb limits are missing, which I think are important regardless of whether we have time to make powerups happen. An initial limit of two or three simultaneous bombs seems okay.
I feel like the character sight range should be higher by default. It's currently 3 tiles, which is barely enough to spot a bomb. Bumping it up to 5 should be good for now.
Assigning myself to this as these are quick, easy wins which will work well for the rest of my week, since I will be busier. If anyone comes up with other improvements to make, post them here and I'll add them to the list.
There are a few tidbits that I've realized while testing the current demo (since it has very recently become fully "playable"). These aren't new features per se, but quick changes that could potentially improve the gameplay experience for the MVP we drafted.
Action
withDropBombWhileMoving(Direction)
. Without this, people won't be able to create the classic bomb chains, which we totally need ;).Assigning myself to this as these are quick, easy wins which will work well for the rest of my week, since I will be busier. If anyone comes up with other improvements to make, post them here and I'll add them to the list.