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Great execution on a stealthy Roguelike. Particularly effective use of status / awareness indicators on NPC's. I also dig the unique setting!

Small bug (though you may have already fixed it): When my inventory was full (all nine slots) I couldn't select the ninth item.

Overall a fun experience that changes the roguelike gameplay dynamic by making you avoid / take a lot of time to deal with hostiles.

Developer Shop Talk Incoming:

I was reading up on the Osnowa framework and then realized you are the creator as I was playing through this entry. I'm working on my own ECS engine in C# and had thought I was super clever coming up with component-states for AI when I came across your (extremely smooth) implementation. I'm still a Unity novice, but I got the Osnowa demo up and running and am considering using it for my next project now that I've seen what it can do in such a short time.

Cheers!

Thanks for your comment and for bug report (I haven't discovered that)! Nice to finally have some feedback about the game from players.

Also good to hear you liked Osnowa. The more people will be using it, the more hope there is for its further development :) And please do write on GitHub or Gitter (https://gitter.im/Osnowa/community) if you have any problems with it. During 7DRL two developers (including me) were using it and I made some notes about bugfixes and improvements — going to apply them within next days, so stay tuned.

Sounds great! I'll stop on by when I start exploring the framework more thoroughly in the coming days.

Hi, just letting you know that Osnowa 0.2 is out. There are mostly fixes and refactors, but generally it should be easier to work with the project now.