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blockerz

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A member registered Mar 10, 2019 · View creator page →

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Thanks for checking it out. I agree! I tried to make each class feel powerful in a unique way. It is a delicate balance that takes iteration. I play tested them quite a bit. I tend to err on the side of easier for 7DRL since I don't anticipate people will spend much time playing so I rather they have a good first experience. 

I have tried with this game to add a difficulty slider as an option to let people that want to spend more time playing a harder game. Thats something I didn't play test much though so not sure how far it can feasibly go. Maybe Wizard will be a good class to push some higher difficulty.  

Thanks so much for the feedback and the video. I commented there as well. 

It is a good question and my apologies for not making it more clear. B is intended to swap between your available items like a simple bag. You do not start with any items and items are found within the dungeons. The items cost a coin (hot dog bun) for each use.  

Thanks for checking out my game! Completely agree on the turn delay. The previous couple of years, I used Roguesharp in the background to manage the entity interactions. This year, I tried more of the Unity way of doing things with colliders. I had to use the delay to solve some problems due to smooth movement and animations between tile cells. By the time I ran into a lot of the challenges, it was too far along to change the approach.   

The first Zelda overworld map and dungeons were the primary inspiration for how I wanted to do the procedural map generation. I do wish it had some chiptunes too. That would be awesome.

Great concept to try to survive as a dinosaur through the different eras. I gave it quite a few runs because it was so easy to jump back in after you die. I like managing the different resources and choosing powerups.  

Thanks for the detailed feedback. It is really appreciated! 

I added a fix for the numpad to the Post 7 DRL version. It was implemented incorrectly. I also adjusted the z-order for the enemies to try to prevent any unnecessary deaths in the future. I know how annoying it is to lose progress in a case like you described. That's too bad as I would have loved for you to see the final boss I implemented on level 10. 

I was very happy you liked the way the dungeon came together and the art style. That was a major part of my vision for the challenge. I wanted to do so much more with it but I felt I got far enough to give a feel for what I had imagined. 

You are right about the floor enemy reappearing when you move back up. This could be used in unintended ways. I did put a check in to prevent acquiring more items than your current depth allows.   

It is good to hear the deterministic combat system was well received. I thought it was fun but was looking forward to more feedback from people on it. This was also an area that I had more plans for with temporary stats buffs or debuffs but ran out of time. 

Thanks again for taking the time to review some of the completed entries for the challenge.