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AikonCWD

107
Posts
3
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201
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A member registered Oct 21, 2018 · View creator page →

Creator of

Recent community posts

Oh hi! I think I just answered on Reddit!

Reaching depth 17 is excellent! The goal is finding the amulet at depth 26 and return back alive! Thanks for playing and support the game. Have a great day!

Thanks! With the upcoming 1.4 patch, dungeons will auto-reset after depth 35, so every player will have the oportunity to beat early dungeons and get some roses!


Thanks for playing!

Awesome asset pack. My next roguelike will use those for sure! love

Thanks! Yeah, I will upload the project to github, client and server when I decide to stop hosting :)

I don't know if I did well, at the end the game shows PRNG: 0

It a bug related to the HTML export version. If you try the download game will run smooth. You can't cast magic from staff to yourself. For that you have the scrolls and/or potions. Unlucky 1 start rating :(

I really like your game. It's true that, as you say, it looks more like an engine prototype than a game, but you've already managed to have a good base to build something great and fun.

Regarding your delivery, I mainly highlight the graphic section. The fact that you have hand-drawn all the tiles and monsters in the game, as well as the character and even the UI controls, brings me a lot of happiness and astonishment.

The graphic style gives the game a lot of personality, and the enemies look very nice and fun. Regarding the gameplay, there's little to comment on since, as you say, this is an initial project with little content. But I like the touch of humor you've given your game with the names of the different items and equipment.

Congratulations on the work and keep drawing! Never lose that personal touch that sets you apart from the rest.

How is it possible that I'm the first to comment on such a spectacular roguelike...

In the world of roguelikes, I personally value two things: graphical style and innovative mechanics. In your case, I find myself in front of a project that has managed to awaken those two characteristics in me in an exceptional way.

The idea of being able to take photos and replicate them throughout the world is awesome. It feels very fresh and gives the game a unique style. The range of possibilities and solutions that you have with just the photo mechanic is amazing. From teleporting with a selfie to being able to block enemies' passage or create bridges where before there was only water.

I really like your idea and hope you continue with the project, adding more content. It has a lot of potentials!!

Congratulations on the work done, it's clear you've put in many hours, and the final product is sublime.

Minimalism to the max!!

Your roguelike game has awakened in me the need to want to make a roguelike with hexagonal tiles like yours. I really like the minimalist style as well as the choice of color palette and sprites.

The gameplay reminds me a bit of Hoplite (I imagine you know it and were inspired by it), but at the same time, it feels like a new and fresh idea, very fun to play and that at times feels like a small puzzle challenge where you can't stop playing and always want to start another game.

In summary, I really like your style of designing games, I think it has a lot of personalities, and as a roguelike, it has seemed to me a very complete and fun delivery.

Many congratulations and thank you for creating such a gem :)

This has been another one of the different entries from this 7DRL that I've dedicated the most hours to playing. With a 100% ASCII and traditional aesthetic, but with fresh and innovative gameplay, full of dynamic movement and action.

I really like that the abilities have a cooldown and that the game forces you to correctly choose the action you must use to survive. I've had moments of pure tension when surrounded by different guards without being able to escape because I had no more jumps available.

It's incredible that you've been able to create a traditional roguelike implementing action mechanics, speed, and movement that are not commonly seen.

And I don't want to leave without highlighting your effort for having dedicated time to program a tutorial that teaches in a basic but very complete way how to play your roguelike. I really have to congratulate you for that.

I hope you're encouraged to continue creating different games within the roguelike world.

I really like your game! I primarily highlight the artistic section, especially the chosen tileset and sprites, as well as the very successful color palette!

The camera movement is curious to me since it's not common to see this kind of implementation in traditional roguelikes, but it gives a personal touch that I like.

I'll be waiting to see if you decide to continue with the project to expand it and add content. Perhaps some sound will add some action to the game overall.

I really like the procedural generation you've used to create the different maps and rock clusters. It all feels very organic and fits perfectly with the game. These are small details that we sometimes overlook, but in your case, I can appreciate a lot of work and I like to highlight it.

Congratulations!

What an amazing project! The graphic style is tremendously good. The sprites used are very beautiful and intuitive. We are looking at a different kind of roguelike, I would categorize it as an "action" one since there are no turns but a frenetic game loop based on dodging with dashes and killing everything that appears on the screen using different attacks.

My favorite is the character that uses a "sword strike" to attack. Being able to dash and position yourself correctly in front of the enemy to destroy them with your sword feels very good and satisfying. The 8-bit and chiptune style music is very catchy, and the visual aspect has been successfully achieved with that palette of soft colors and good contrast.

I would like to see if the creator continues with this project, expanding it to add more starting classes, power-ups, and content. Perhaps different final bosses would make it, if possible, even more fun.

In summary, a very good delivery where all the main sections (gameplay, style, music, etc.) have been perfectly developed. Many congratulations on the work!

One of the projects that has fascinated me the most because of how beautiful it looks and feels to play.

Entirely created for terminal (BearLib), you've managed to achieve some truly incredible environmental effects! The whole lighting system, shadows, particles, leaves, rain... It's amazing! Plus, the terminal characters are animated when moving.

I also want to highlight the audio section, which is full of ambient sounds and effects that add a comfortable touch while playing. It really feels like taking a walk through the forest.

I really like your project and I think it could serve as a solid framework and as a template to start other roguelike games with this very personal theme and setting.

Congratulations on your work, it looks really good and beautiful!

I've been playing this game for several hours now, hoping to reach the end to fully appreciate all the content it offers. We are looking at a very large project, full of content and many different areas to explore. The controls are simple, which is something I highly value when playing a roguelike.

This action roguelike has perfectly captured and conveyed the essence of Castlevania. The jumping mechanics feel very good, and it's incredibly satisfying to position yourself well against the monsters and defeat them.

I really appreciate the retro, classic, and traditional style in this roguelike. The colors and music add a very distinctive touch, and among all these things, the big fullscreen images that appear when you reach an important area of the game stand out.

In conclusion, this is a great project that I hope you can continue to update and add more content to. Congratulations on the work.

Are you sure? try to press “w” to see if you can write a message. 

coop dungeon is at East of the map. At North there are the offline dungeon 

Exactly! The north is just offline and full random every time you enter (like a regular RL). The dungeon on the right is the coop mode. Same dungeon seed for everyone until someone manage to win the dungeon (then a new one its generated)

I absolutely love the aesthetic of the game. The design is very well-thought-out, and the chosen color palette is spot-on. It reminds me of a terminal with vim, haha.

The touch that each object or enemy has its ASCII portrait is awesome! I really like it! And the actions of kicking and throwing feel very satisfying. I haven't made it to the boss on my first run, but I'll definitely keep trying because the game seems well-made and beautiful. Plus, the mechanics of kicking seem like an excellent idea for a roguelike of this kind. Congratulations.

Well, what a wonderful roguelike. I'm always amazed when people manage to integrate a mechanic that, by its nature, could never be a roguelike, into a fun and well-finished project that actually works and looks unique!

A real-time mechanic like car racing, brought into a turn-based, ASCII, and random rolls system, in an excellent and careful way.

My congratulations on the project. I always highly value the "different" ideas that are achieved in 7DRL.

I tip my hat to your idea and your game. Congratulations.

I've had a blast with this game. Implementing magic and spells in a roguelike is always fun, and it's even more enjoyable when you play and can apply different effects to enemies.

Aesthetically, I really like it, from the chosen color palette to the tileset and the catchy music. I would have preferred to cast spells using the keyboard instead of the mouse (I don't know if it's possible to do so with the keyboard; I haven't managed to), but that's just a personal preference.

I didn't read the warning message during my first game and replaced my initial spell, but I quickly realized my mistake and played another game starting with two spells. I haven't reached level 15 yet, but I've had a lot of fun playing this game. Congratulations on the idea and the outcome; there's clearly a lot of work behind it.

No, you need an internet connection to start playing. Then you will find an offline dungeon (without coop) at the north of the map. Maybe in next updates I will add a full/real offline option to play :)

Hi, the error 2 means:

RESULT_CANT_CONNECT = 2

"Request failed while connecting"

There is a connection/network problem from your computer to connect to the database. Maybe an ISP block, VPN problem, DNS problem... I can't help on how to solve that. Maybe you wanna try from another computer or from another internet connection?

Another question; did the WebBrowser version gives the same error to you?

Thanks for those kind words. I did 15 hr per day to have this all up and running. It was an awesome experience btw and I learned a lot of skills with this. Thanks for appreciate all the work :)

Thanks! GodoRogue gave me the experience for trying something different and risky!

RESULT_CONNECTION_ERROR = 4

Request failed due to connection (read/write) error.Try again with both HTML or download version of the game. Try using another web browser.

I really liked this game. The UI and the design overall are very well-crafted and detailed. The color palette gives it a personal touch with so much red, and the chosen tileset is one of my favorites.

Regarding gameplay, I enjoyed it a lot. I didn't know when to descend (letter M), so I barely used that option since I would end up dead in a few turns, haha.

I really liked the procedural generation of the map, as well as the different enemies I encountered. However, I haven't been able to win any games! I'll have to keep practicing and hope you continue working on this project in the future.

Congratulations and good job!

I really liked this game. At first, it seemed simple, but suddenly I saw the number of items and possibilities you can get by placing objects differently to create synergies.

A very original idea that you've managed to implement in 7 days, which I find incredible!

Unfortunately, I'm quite bad at playing these types of games, and I haven't been able to see the 5 biomes, haha.

In short, a good game, fun, and full of content due to the large number of items implemented. Congratulations!

What a wonderful game. I like absolutely everything about it. Aesthetically, I'm in love because sometimes a simple, well-crafted design in ASCII and standard colors can look better than a graphic tileset.

In terms of gameplay, I found it interesting and was surprised by the amount of movement and attack patterns you've been able to implement in such a short amount of time. It feels fluid and rewarding when you can dodge your opponent and then position yourself to end their life with a combo.

In short, a fighting game taken to the category of turn-based roguelike that has managed to capture the essence of the genre in an elegant and fun way. I tip my hat to your well-executed idea. Congratulations.

Great game! I've always wanted to do something similar with pets. I find your idea very original, and the fact that the players' interactions have an impact on other players' matches is something I like and find appealing.

Visually, I like it a lot, and the upgrade system adds an interesting touch and replayability. I've managed to reach the edge of the map and win in my second game :) Congratulations on the game!

I really liked your game! I highly value original ideas that break away from the "traditional," and you have managed to find not just a good original idea, but you have also been able to successfully execute it within a week.

I really enjoy the crafting/cooking mechanics, and your "words" system for casting spells has piqued my curiosity and eagerness to experiment. The setting of the game seems appropriate and well-executed, it truly feels like a traditional roguelike but with manually casting spells using your words.

Without a doubt, it seems to me like an original idea that perhaps you should continue to develop to achieve a complete product. I can imagine this game with some particle effects and sounds to turn it into a perfect product.

In conclusion, congratulations on the original idea and the work done. I had a lot of fun casting spells!

Oh, so you made prefab puzzles and then arranged them randomly in each run! fantastic! I'd probably figure that out in a second run. Congratulations on your project!

Fun, challenging, and very beautiful game! I primarily highlight the artistic and visual aspect. The graphics are really beautiful and fit the theme of the game. The music accompanies it perfectly, as well as the sound effects.

Regarding the gameplay, I have to say that I liked it a lot. I am surprised by the number of enemies you have been able to program in such a short time, each with its movement and attack pattern. The amount of different skills adds significant variety to the game, making it even more fun.

It feels more like a tactical and puzzle game, but very well executed and fits very well with the theme of the jam. The number of upgrades you have with the gems and relics adds a lot of variety. It's a shame that I'm really bad at playing these types of games and could barely get past level 4. In conclusion, I liked it a lot and I congratulate you on the work done. It's impressive all together!

I've spent quite some time playing, and I really liked what I saw. What stands out the most to me is the algorithm you've created to generate spaceships. It looks very organic and real, generating spaces similar to rooms and compartments. The graphical aspect is the second thing I liked the most. This tileset fits perfectly, and if you've made it yourself over these 7 days, it adds even more value to your work and dedication.

Regarding the style of play, I think it fits perfectly, and you've managed to apply the space theme within the traditional roguelike category. I congratulate you on your work; it's evident that you've spent hours on it and have achieved a complete and fun product.

An excellent game! It feels more like a puzzle, but both the movement and the atmosphere of the game are typical of a roguelike. Unless I have overlooked it, I haven't noticed the procgen component in the game, although I understand that it's complex to apply it in this type of games with puzzles and story.

I must highlight the artistic section, as you have not only managed to create a fun game, but you have also been able to give it your personal touch with these graphics that you have made. They seem to me to be the best and most remarkable aspect of this game.

I really liked the gameplay and the style of the game, the puzzles are well understood, and the mechanics of stopping time or rewinding fit perfectly. My congratulations on having been able to capture an original idea, design each puzzle, and on top of that, spend time on the graphical section. Congratulations and well done on your work!

Hi. result 5 means 

RESULT_SSL_HANDSHAKE_ERROR = 5

Request failed on SSL handshake.

Looks like your computer is having problems when making the SSL connection. Can you check with other webbrowser or with the download version?

We are in front of a little gem. What a game!

As I have mentioned in other games, what I value most personally is when I see a new and original idea that ends up in the form of a fun game like this.

We are looking at multi-layered dungeons generated procedurally. What madness. I must admit that my mind blew a little at the moment I saw that I could dive "inwards."

Aesthetically, I really like it, both the color palette and the player-fish animations. The style of play is very original but without losing the essence of a roguelike. I understand that due to time constraints, sounds could not be added, but if you plan to finish the game in the future, some good relaxing music and sound effects will take this game to several levels up in detail.

In conclusion, I really liked it and was able to reach the maximum depth without being eaten by those crabs. I have a bit of thalassophobia, and the moment I saw strange fish, I had to turn back, haha. But in summary, I value this game very positively. Congratulations on the originality and the job well done.

I've had the opportunity to test this game on stream alongside its creator. It has been a perfect experience.

I will always positively value any original idea that is executed, and this game has managed to apply a new idea ingeniously and swiftly. I also value the use of a restrictive color palette, only 4, and minimalism taken to its highest expression.

However, I do miss a bit of UI indicating the score or turns, just to nitpick a bit. The particle effects add a professional touch to the overall finish of the game, and it has been fun to try out the different patterns of the runes.

I wish I had been more skillful to achieve a better score, but as we all know, roguelikes are complex games where we die a lot and often, haha. Technically, I find no shortcomings, and I like the minimalist design! If you decide to finish the project, it would be nice to add a hardcoded mini tutorial showing the runes or a help window showing the in-game controls.

In conclusion; I really liked the game, and the idea is truly original. I have to congratulate you on your work, it's amazing.

I've been playing for a while and managed to reach depth 10! Hopefully, next time I'll get the amulet.

The concept seems very original to me. The use of mathematical operations, although simple, makes you hesitate and think twice before moving in a direction. The algorithm for the dungeon design seems very accurate; the use of long corridors fits great with the theme and gameplay.

If I have to point out what I liked the least, it's perhaps the selection of the square font, as it was a bit difficult to read all the information on the screen at the beginning. I would also have put the help text in a separate popup window, as you don't need to have all that text visible all the time.

But as you can see, these are minor details. The concept and idea seem original and well-developed. It felt like a different kind of roguelike, where it doesn't matter what number you are (how powerful you are) because there are always situations that revert you to low numbers, and you end up being devoured. I've enjoyed playing a lot and personally value when people can convey new original ideas in such a short time. Congratulations on your work.

I've had the opportunity to test this game on stream alongside its developer. The concept seems great, especially because I'm passionate about fantasy consoles. I had never tried a Playdate game before, and the experience has been rewarding.

The fact that you've self-imposed a handicap by developing with this platform has resulted in a solid and fun product. The graphic section is very well taken care of considering the color limitation, and controlling the player is very satisfying when using the crank (even with the simulator).

In short, we are looking at a simple project due to the platform's limitations, but at the same time, it is very well-developed and polished. Congratulations!

Thanks! Yeah, the generated dungeon had a really bad RNG + some players decided that is a great idea to leave more ghosts on that hard dungeon :(


I wanna code a system that if a dungeon is not completed in 48h, it spawns some help elements, like divine weapons or less monsters, etc... But this is something I will add when 7drl votes ends. You can try some random offline dungeons if you go north :)