Castor
castor-games.bsky.social
Castor
@castor-games.bsky.social
An aspiring solo game developer.

https://castor-games.itch.io
So I think it's better for me to drop it as well, and start on something new with renewed enthusiasm, and I wish you the same, and look forward to playtesting your next thing. :)
April 27, 2025 at 9:22 AM
I'm somewhat in the same situation, haven't officially dropped my project yet but probably will soon. It's not the technical aspect I have problems with, it's just that the core idea for this specific game no longer interests me as much and I don't have the motivation to work on it.
April 27, 2025 at 9:22 AM
You did well, this is a normal part of the process. It's impossible to finish a worthwhile project starting from zero, you need to learn from project to project.
April 27, 2025 at 9:22 AM
Glad to be of service. 🫡
March 13, 2025 at 1:07 PM
It would be cool if you could lock target on enemy by clicking on it instead of the floor, and then move around it and cast different spells without having to re-target as they move.

And maybe do combos like paralyze spell, then a couple of mm, then a push-back spell then some more mm. :)
March 11, 2025 at 5:24 PM
It works. :) I like it. It has less functionality but it seems more stable. And I like the addition of music, light an visual effects, even if it's just placeholder but it kinda creates a nice vibe.
March 11, 2025 at 5:24 PM
Thank you! :)
March 10, 2025 at 8:05 AM
It's working now. :) If possible, could you add a Linux build as well? Hopefully it shouldn't be too complicated.
March 10, 2025 at 6:14 AM
It's giving a 404... :|
March 8, 2025 at 4:26 PM
I did a tiny bit of work today, so hopefully I'll return to it soon. :D
March 8, 2025 at 4:25 PM
Love what I hope will be interactive objects, and NPCs you can talk to. Looking forward to see where it goes. :)

Also Dungeon Meshi is amazing ofc.
March 2, 2025 at 3:37 PM
Thank you! :) I'm still mostly trying things out and building tools before I start making the game for real, but it's slowly coming together.

Godot has great support for pathfinding, you should look into it at some point, it could be very useful in your game as well.
February 16, 2025 at 6:48 PM
Bugs are slowly piling up, so I'll probably focus on clearing them up throughout the next week, before adding any new features. :D
February 16, 2025 at 11:19 AM
Static (permanent) objects are baked into the navigation mesh to help with pathfinding, while fully-destructible objects such as barrels are not. These will use local avoidance until destroyed.
February 16, 2025 at 11:19 AM
Yup. I'm making it so you can have one melee weapon and one ranged weapon equipped at the same time, and then use the one you want based on enemy distance.

It seems a lot more fun this way. :)
February 11, 2025 at 4:18 PM
Thanks, following! :D I also like the idea of a goblin running a shop, so you still deserve a lot of credit.
February 10, 2025 at 8:06 PM
Nice. :) I like the speech bubble because it's basically them saying the spell.
February 10, 2025 at 8:03 PM
Really cool. I like the art style in general. :) Looking forward to seeing more.
February 10, 2025 at 7:56 PM
Enemy navigation was a real pain, had to rewrite it multiple times. It works great with standard pathfinding, but I can't get mutual enemy avoidance to work so I'm implementing a custom solution with raytracing.

However, I'm learning a lot, and this early prototype is already kinda fun to play. :)
February 9, 2025 at 12:30 PM
Thank you! :) I still just have a rough vision of what the game will be, focusing more on building tools and learning Godot & C#, but it will be an RPG with precise realtime combat and multiple companions, which is why I need good pathfinding.
February 2, 2025 at 6:02 AM
Navigation region is built dynamically by the Level generator. This took some tinkering, but works great, and will enable smart navigation for any generated level.
February 1, 2025 at 5:15 PM