Not allowing diagonals is intentional. There's arguments for and against, but mainly I think it's counter-intuitive to navigate diagonally from the corners. The DROD-elite would pick up on the behaviour and exploit it in level design like they do every other quirk that I leave laying around.
Then less DROD-savvy people would say "
I beat all the rooms in the level, but I can't exit!"
and eventually, with some frustration, would learn that the diagonal navigation trick is required to discover other rooms in the level.
DROD is supposed to be about dealing with predictable behavior, so stuff like this gets left out. I can understand the counter-argument that diagonal navigation is actually more intuitive than forcing Beethro to navigate orthogonally, but I think people will get irritated when they encounter a level where they have to know that there is a third room which can be accessed from a corner.
It's a war between me and the DROD elite! Dumb it all down for the masses--I say!
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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