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.
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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
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!
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"! ;)
This is a really neat write up! Spotted a small typo:
"the Fighting Spirit skill was helps the narrative of internal power" should probably be "the Fighting Spirit skill helps the narrative of internal power".
It'd be handy to have a version of this document which was just the class pages, which could be printed and folded in half to slot into the RPG book, or as a table reference.
Thank you so much for your feedback!
I've had flawless audio on Mac and Linux during development and testing. I'm still improving the Windows output, but I was hopeful I had smoothed things out, so I am disappointed to hear it's still not behaving.
I've been building the engine core for a couple of months prior (started in June), but all the high-level pieces (Entity-Component-System, tile-map parsing, physics, collision, etc) were all produced during the span of this jam.
If you were finding a slow framerate, the music will have been affected also, but I wonder what's causing the slowdown. I'll investigate that.
We were definitely going for a early to mid-90's feel. The game is heavily inspired by the movie Hackers from 1995, as well as MSX/NES era games.
I hope to continue working at it, chipping away on the bugs and issues until it's perfect, so hopefully you'll come back when it's working better :)
I think I've figured out how to correctly bundle SDL2 with my engine on OSX, so I've updated that version. If you could give it another try, I'd much appreciate it. I'll get to work on why the Windows version is failing now.
@Sausage: Thanks for playing!
The music is available from here, if you are interested: http://opengameart.org/content/bluebeat-01-loop-cy...
Sadly we ran out of time before adding animations.
Admittedly, adding a 'Mission Success' screen between each level is quite obnoxious. Our intention was that you'd be given a snippet of plot at the end of each level from the terminals that were hacked, so that screen kind of stands in where that would go.
Thanks for your interest in my game. How did you find out about it?
Your video project sounds quite interesting, although I'm not sure if I am best qualified for it.
As you can see from my profile page, I can be found on twitter @avivbeeri.
I used this game jam as an excuse to learn Python properly. I had some
In retrospect, it was a terrible idea, because, while python is cross platform, distributing it and our graphics/sound library has proved to be a major challenge, to the point that I don't think many people will play our game just because setting it up is a chore, unless you happen to be on linux.
Great fun though, and an excellent event.