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A jam submission

spacelikeView game page

behold my first gamejam and first roguelike and first game, really!
Submitted by aquafunkalisticbootywhap — 6 hours, 25 minutes before the deadline
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spacelike's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#294.0825.000
Overall#1232.4493.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Incomplete

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike or a roguelite?

Yes

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Comments

Submitted

I don't think you should list this as incomplete. It might not match your vision but I think it is a pretty good attempt. I haven't looked at the tutorial to find out how much is you and how much is the tutorial but I assume the oxygen mechanic is yours. Although I suppose it could have been a hunger mechanic in the tutorial. I like that you can cure the crew members. I did get stuck once using the newer update. The map didn't generate stairs.

Developer

thank you for kind words! it really is 90% tutorial code. I did add the oxygen mechanic - I had originally planned to try to have the airlock use the tcod pathing function to suck enemies (and the player) out of open airlocks, one tile per turn! but the tunnel (hallway) drawing logic from the tutorial did not ensure a single entry point per room to place a door (and sometimes drew hallways along the edge of a room, or alongside a second hallway to another room) and would need to be rewritten to ensure a single doorway could be opened/closed to seal off areas of each deck.

I like the curing crew member mechanic a lot! when I add score tracking, the challenge will be for players to balance managing their own oxygen (prioritizing finding the airlock panel first) with having to kill as few crewmembers as possible (prioritizing finding the biofilter panel first), and the score will be based on how many crew members you can save on each deck.

> The map didn't generate stairs
that's a known issue I need to fix- I believe it probably generated stairs (the hatch), but it did so on the same tile as one of the control panels, and so you couldn't see it under the "P" - a bit of an embarrassing oversight :)