For an unfinished prototype, this is really neat! I especially like the theming and cliques as classes.
Brain in a Bowl
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Thanks for the extensive feedback. I fully expect to return to this style of roguelike, so all the input is appreciated. I agree about the music and sound effects, I simply didn't have time to implement more music or any sound effects. Same goes for the more detailed action menu.
For the play based on your screenshot: I'd take one step to the left and end the turn. Next turn you're probably flanked by two enemies, so I'd toss the left most one to the right and, of her survives that, move three or four blocks to the left. If next turn only one enemy comes close to you, spend all your energy punching him. If it gets too busy, punch once and then shove them or move away to get some distance. Pro tip: shoving or tossing into a wall is an instant kill against low level enemies.
There's a bit of a barrier to entry in this one, I had to die a couple of times before I could wrap my head around the concept. But once it clicked, I got a very strong case of "just one more run".
A lot of the little elements on this just work really well with the concept. The wrapping levels with the symmetrical layout, the ghosting/movement lines to show your trajectory, the wave-based structure. I just wished your shots would recharge on a timer or when defeating enemies, now I'm sometimes stuck chasing a lone skeleton around who just consistently stays out of reach.
Being able to stab down when landing on an enemy would've been nice as well.
Really nice entry! The ranged combat added a nice positioning twist to the roguelike formula, where you don't want to be to close or to far away. I also really liked the different feel of the levels, with the dramatic camera shift between the forest and the castle as a highlight. That little zoom really communicated the raising stakes. The shifting colors were a nice touch as well!
Thanks a lot! Positioning and manouvering were among my main focuses, so I'm glad that payed off. I agree the feedback should've been better. I had an animation system for that implemented, but that broke when I added the weapon system last minute and I couldn't get it back working before the deadline.
I've actually considered adding a music collection system again, but I felt it would detract from the pacing. Also, I didn't have time to hunt down enough songs, and I don't think most popular action movie theme songs are available for public use.
The action point system was originally a requirement for two features that didn't make it in. I'd imagined adding a combo builder, where you could budget different amounts of action points to different moves. And I'd planned to have full ascii art animations for the fight moves in 3D view. Neither made it in in the end, but I felt the action point system added enough variety to justify it's own existence.
I had a great time with this one. I loved the theme, the little sprites, and the interactions between the monsters (and maybe spells? Using rain to stop fire is a nice touch, but I'm not sure if there are more elemental interactions). I might have acquired a phobia for obelisks now, every time I get to a level with an obelisk I just rush for the exit.
I had an absolute blast with this one. I already loved the tag system in last year's entry, but it fits even better here. And the atmosphere, music, theme, writing, and illustrations are just top notch!
One small hiccup tho: I can't get the downloadable build running om my Steam Deck. Would it be possible to make a Linux build?
Hey! I used Sketchbook 2024-11-7 in my game https://braininabowl.itch.io/corridor-fight-scene. It's a perfect fit, so thanks for sharing it.
Day 5
I've implemented ranged attacks, delayed attacks, and area of effect attacks, and extended the enemy AI to both use these and to allow the player to exploit them. I've also spent over an hour chasing down a rogue lowercase "s" that should've been uppercase. Such fun.
It's also time to face the fact I've horribly overscoped - again. So time to cut features and package this thing up. I've got two evenings of coding time left, that should be plenty. Right?
Day 4: More combat and AI
Allowing for multiple moves per turn ended up being a mayor hassle to implement. I ended up slapping together a system to add attacks and other actions to the movement queue. It's not very elegant, but it works and can be used by both the player and enemies. Enemy AI has been expanded, once aware they will now look for the player at the last place they saw them. I'll not make them too smart, to keep the pressure low.
I also added shoves and throws to the player vocabulary, because tossing enemies around is where the fun lives.
Up next:
- Ranged combat
- Inventory and equipment
- (Very) basic physics for tossing enemies and items.
Day 2 & 3

I had a couple of exhausting days, so not much progress developing in the evenings. Still, there's the base for a combat system and enemy AI. It's also getting painfully obvious I'm basically doing a remake of Piss and Vinegar with a much more solid technical base and a more thought-out design.
Day 1: It begins

I've got a map displayed in a glorious cinematic 2.39:1 aspect ratio (rounded up to account for square cells), a gui, the player character and a random enemy. Pathfinding and line of sight seem to work nicely, but there's an occasional snag in my Dijkstra. I'll try to get that cleared up before really calling it a day. Edit: Snag solved!
Just like my last 3 roguelike jams, I'm once again sticking to the GruvBox color palette and JetBrains Mono font. I guess that's my personal branding now?
Next up are basic combat and an item/inventory system. Getting the inventory system to behave gave me a lot of trouble last time, so I'm keeping my fingers crossed.
I've also recruited Nicki Jupiter to provide some music (despite her already being busy with other 7DRL projects).
I won't start the development of the game until tomorrow, but to save time I'm starting the devlog already.
My jam game will be called Corridor Fight Scene, and it will be a tribute to one of the greatest tropes of action cinema: The protagonist on one end of a hallway, a door on the other end, and a lot of enemies in between.
The project is built on the bones of Piss and Vinegar, both in concept and on a technical level. I've made a lot of improvements to the JavaScript engine (which I'm really, definitely going to spin off into a separate project any day now) and I'm hoping to address most issues of Piss and Vinegar:
- Keeping momentum: Every level consists of a single hallway, with the camera panning from the entrance to the exit. It's up to the player to keep up with the shot or perish.
- Better readability: A clear display of what's going on, with better visual feedback for what the player is planning and what happened.
- More diverse, tactical play: Turns will be slightly longer, adopting a Jagged Alliance 2 style energy system to budget your moves.
I'm also aiming to make this game as cinematic as an ASCII grid can get.
Let's see how things turn out!



















