It depends on which oaths you get I suppose. The game doesn’t necessarily give enough tools right now for all of them to be unbroken by the end. It’s partially an experiment in human behaviour XD
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Thanks for playing! There’s some element of luck to the game currently because character progression is currently dependent on your equipment, so you might get all the way to the end without the right tools to defeat the boss.
It’s something I’d like to improve when I get a chance.
I go back and forth with the oaths because I want there to be some mystery there for the player to solve, but I also don’t want folks getting so frustrated that they quit all together because their oaths break. I’ll consider how best to handle that.
I’m impressed you managed to put together a multiplayer game during the event!
It feels a little unresponsive on my phone, leading to multiple taps, causing a kind of jump feeling, rather than a smooth transition.
I would be curious to see what you could build with more time :)
Thanks so much for playing! I’m glad you enjoyed the palette (first one I designed myself), lore, music and mechanics.
I’ll have to look into the turn-speed thing, that’s unexpected. Was that in the 7DRL or post-7DRL version?
The praying mechanic is supposed to be mysterious (in part because it’s not fully implemented). There are meant to be advantages to praying near altars, but you can also pray any time.
However, who is to say whether or not your deity heard your plea? ;)
That’s fine, I know what the issue is now and there’s a workaround implemented, it’s just a little ugly.
~~Oh that’s interesting, could you post a screenshot? This sounds like an engine bug I need to investigate.~~
I’ve attempted a fix for this, hopefully it looks better.
Thank you so much! It’s tough to gauge what a palette should be composed of (especially as I’m not a visual artist), but I think this has enough variety while being cohesive. We’ll see if I have to tweak it over time.
Thank you for giving it a look. I was unfortunately a little too unwell to create much content for this during the jam. I might try to add more in the future.
Thank you so much for playing. I'm glad you could find a little peace within your own garden.
Maybe you'll come back to tend to it another day.
Awww, I'm glad you enjoyed, and benefited from the arm64 build (You're the first person to test it so yay!)
That's a very cool little game, nice work!
Took me a while to figure out what you meant by "Poison", and that collecting the green things is bad, but once I figured that out, it all made much more sense.
Hi there. DOME doesn't support Android at this time. In theory, it is possible for the current code to support Android with some adjustment, but you'd have to play with the code yourself to do that.
Thank you for your kind words. I'll have to give your game a read, I'm sure there's some fantastic ideas in there :)
I see. There's a possibility that it's being blocked by the Apple gatekeeper security system. If you try to run it, and then go to Settings -> Security and Privacy, it might have an "allow anyway" button available to click
Thank you for the feedback. I didn't get enough time to really tune the experience difficulty wise, but if I develop it further I'll keep your thoughts in mind :)
the detection algorithms are a bit buggy, but calls may fail if they aren't answered fast enough, or things are done in the wrong order.
thank you! That's ultimately where I was aiming. I had ideas for additional tasks to complicate things over time.
Thanks for dropping this in here, it was really lovely to hang out on your stream while you played.
I really appreciated your playthrough of the game. I'll look into getting some music and sound effects into the game soon.
I've made a few adjustments to the game design based on your experiences, but for the moment, the Thunder is still a more challenging enemy, although I think it can be figured out as a player.
Thank you so much for the feedback. I am looking at ways to extend the experience into more floors with more interesting challenges, but I think for a 7DRL, a single dungeon is doing the job :)
I need to consider the final goal. Defeating every enemy isn't a particularly roguelike activity, but that's how you progress your character's abilities, so quite a dilemma.
I'm really glad you had fun playing it, keep an eye out for future updates!
This was quite fun to play on stream, although on my Mac, it's difficult to make pixel-perfect adjustments to window sizes, because the Window "snaps" a bit. But I started to get the hang of it!
I played this yesterday on stream, and I enjoyed it! I'm hugely impressed by the level of polish! Well done!
Sadly I didn't get the time to finish my vision. But the idea was to be "Stardew Valley", but for camping. A chill game of survival and exploration.
Apologies, I uploaded this with a script and forgot the DLL for generating audio! Hopefully I can ship a new build soon :)
This is really cute! Having just finished Shining Force for the first time, this is a nice way to scratch that itch some more!
Hi there, I wanted to thank you for this collection. I included "Race To Mars" in my sci-fi rhythm game, "RhythmDrive"!
Thank you so much for playing it, I'm really glad you enjoyed it! There's unfortunately a few bugs in the level generator, which does lead to impossible states. I regret trying to be so fancy for this jam. There were easier ways to make levels. (Expect me to talk more about that in my postmortem).
The game is supposed to calculate the shortest path to the exit from the reactor and give you enough turns to make it, so that's probably a bug also. Oh well. :(
You seemed to have hit the pieces I'm most proud of though, so "Mission Success"! ;)