Love the smooth movement and overal look, the fov and colors suggest something surreal going on beneath the surface.
Unfortunately, I keep getting an "Exception thrown, see JavaScript console" when entering level 3.
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.
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?
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:

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.

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:
I'm also aiming to make this game as cinematic as an ASCII grid can get.
Let's see how things turn out!
I probably wouldn't be able to fit the frames of animation I want into a pico cartridge, so I decided to try a different approach. After a couple of days of thinking and one evening of coding, I now have a kinda-working node-based vector skeleton animation system:

It's about as sturdy and flexible as my actual skeleton (not very), but it should suffice for this project. Next steps: Finalize the model and add animations.
Edit: Apparently, Itch doesn't want to show my animated gif. But trust me, it's pretty neat.
Edit 2: Hosted the gif here.
I seem to recall near the end of It, a kid tells one of the guys "You can't be careful on a skateboard, man!" So I'm trying to make a downhill skateboarding game. Stretch goal: Also make it an interactive fiction game, jumping back and forth in time between skating sessions as the kid and interactive fiction section as the grown-up version of the same guy. To make it extra King-like.
That's all the plans I have for now, let see how it goes!
It's a bit of an outlier, but I'm very curious about your take on https://braininabowl.itch.io/a-forest
Despite being a satire (or parody?), it was quite fun to work out a path to the end. The mechanics encouraging trying a less optimal path to discover hints was particularly nice.
(As for de "Roguelike" definition, I find almost all of them either annoying or short-sighted. As far as I'm concerned, a roguelike should be turn-based, procedurally generated, and focused on emergent play or story, but I don't expect many other to share that definition.)