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BBoth

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A member registered Jun 22, 2020 · View creator page →

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Oops sorry for the delay! I will look into it i didnt realize pockets needed patched roms!

Hiya!

Might be a silly question

If i submit what I have so far is that it, or am I allowed to keep updating until the end of the compo?

Thanks!

I felt like that's kind of what's there, polish was one of the goals of 7DRL so the veneer is good but its pretty buggy. 

I figured I'd ask, but it's cool, I can think of something else, Thanks!

Hiya!

I am wondering if i am able to submit my 7DRL for entry into the Compo? It's got some systems and art, but it was all done in a week so i had to  economize on time to get everything done on time.  I intended to come back to it sooner, but i haven't had the time since the last compo.  It really pushed me to get stuff done, and I'd love to expand this more with that energy, so I figured I'd ask first. 

Here's the link:

https://bboth.itch.io/weldon

Thanks!

Tell me about it, all day with this, i've added a bunch in todays update, thanks for stopping by!

indeed, fixes inbound!

(1 edit)

Thanks!! Just put up an update with a way better version of the combat system, more progress in the devlog

Yah like i said, i have basic procedural map gen working, things got slowed down a bit making the combat less boring and gussying up the art assets, hold tight the roguelike part is inbound

Hiya!

It's my first time doing a 7DRL challenge, Here's a link to my project:


timing-based combat!

https://bboth.itch.io/weldon

I'm currently working out the combat system hence the single room demo for now, should have an expanded update out later today. The current version has examples of the movement, enemy behaviour and basic combat mechanics. 

How is it a roguelike:

- Enemies will be scaled based on how many stages cleared

- Enemy Position and type will be pseudo random

- Room order is procedural ( I already have this worked out I just have to enable it)

I wasnt sure whether to submit to the submissions page or mark my start here, i wrote up the description yesterday but then got a bit confused by the complete/incomplete (can i change that after?).

I wanted to make an addition to the fairly light number of roguelikes out there for the Game Boy, being my favorite system. I'm attempting to create something that pays homage to Cave Noire while modernizing some of the games systems. For combat you can either swipe at the enemies to buy your self some space to run away, or if they get too close you'll enter a timing-based combat screen. 

More info on the project page!

Thanks!

B