I don't think I'll have time to participate this weekend, but I must say this might be the best limitation ever.
Brain in a Bowl
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Very nice! I've been looking at a turn-based soulslike in the past, but I never found a way to make the dodge timing aspect work. I really like your elegant implementation. The multi-stage boss fight was a lot of fun!
I also liked the graphical style, with just enough detail to give a good atmosphere.
Thanks for the extensive feedback! There's two different kinds of enemies. The ranged ones (with a little arrow indicator) will try to keep distance from the player and will mirror your movements to keep a line of fire. The melee enemies will just rush towards you. I used color to differentiate between aware and unaware enemies. I intended there to also be a difference in the shape of the border to display this difference, but apparently this didn't make it into the final project.
I've also been thinking about ways to encourage the time travel mechanic. Maybe directional shields, to force the player to attack from multiple directions...
I added your issues to the bug tracker, will look at them soon-ish.
A really nice base for a game, with gorgeous pixel art. Very nicely done!
A point of feedback: Those beautiful attack animations make the combat and movement feel a bit slow and sluggish, because the player has to wait for them to finish. Maybe you could allow the game logic and inputs to proceed in the background while the animations are still running?
Very nice, interesting mechanics and a great tutorial. Difficulty tends to ramp up very quickly, making the game nice and tense. If you want suggestions about improvements, maybe differentiate between nodes a bit more? Choosing between three merchants or choosing between two combats feels kinda useless.
Thanks for the feedback, and congratulations on winning!
I get where the scrolling issues is coming from, that's because it's embedded into itch now. When testing I played in a separate window, where this wasn't the case.
Back when I first made the menu, I was planning to also use it for inventory management, so I added a ScrollIntoView for when the inventory would grow bigger then the simulated screen. It's no longer needed, obviously, but the code stuck around to bite me in the butt.
Lovely little game. I really liked the visual polish, with the little animations, color choices, and ui design. The choice of all usable pickups being single-use spells that mapped to the four buttons was a nice innovation, it really sped up the gameplay while adding an additional layer of strategy. The one thing that confused me was the level layout: quite often the exit stairs would be at the exact point where I entered the level.
If you're interested in deeper reading about it (which I maybe should've done before embarking on this project), my colleagues recommend martinfowler.com
In my everyday life I'm working at a company that enables event-driven software. The basic idea is that you don't save the state of an object, but all the events that led up to that point. This way you can easily rewind and check things. The obvious use case is finance where you have to audit everything, but there's a lot of other applications as well.
I'm not actually a developer, so I only caught some of the theory and I'm trying to figure out how to implement it by myself. Instead of the high-level magic my colleagues use to store the events, I just put them all in a JavaScript array. Which is not the right approach for a big project, but a small-scale thing like this will probably manage just fine.
Really nice to see a team tackling this as a first project, and even if it won't turn out quite the way you hoped, it's already looking very nice. At the very least you're doing better then my first 7drl, where I couldn't figure your how to make the game turn-based or top down, so I ended up submitting a 2D side scrolling platformer instead..
Thanks. I'm running into a couple of snags, but I'm making some progress.