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Brain in a Bowl

286
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A member registered Feb 03, 2017 · View creator page →

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Amazing!

It's working!


(mostly)

Have you been stalking my previous job?

"We all float down here something something"

Nah, I'm not sure that'd work...

It's not quite what I had in mind, but collisions seem to get detected:


So, I've been struggling with level generation and making the character not either fall through the floor or float away randomly. I might resort to using a pre-existing physics library if I can't get this to work in a couple more evenings.

Finally, my design degree is paying off!

I didn't get to work on this yesterday because of responsibilities, but today I finished the player model, and, since it's a nice flexible vector, added unlimited scaling:

@ymendel: That works, thanks!

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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!

A lot of neat ideas and systems, but it doesn't quite work together. I'd love to see this expanded a bit (or I might steal some of this for next year's 7DRL).

It's a bit of an outlier, but I'm very curious about your take on https://braininabowl.itch.io/a-forest

Really nice, smooth play, starting off nice and easy and getting pretty challenging in the later levels. Lovely sprites as well!

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.)

Yeah, I get that. It's just that the two actions in one turn feel like a glitch, or like I'm missing something. I'd maybe have given them the ability to move two squares in a turn, so then can create some distance and then next turn attack safely.

Really cool game. From the graphics and mood to the absorption mechanic, to the fact you made all this in TIC80.

Really nice, polished game. A stark reminder of what my last year's 7DRL could've been like if it'd been more tightly designed and polished.

I would've liked some more actions to displace enemies tho, maybe throwing them to the side or or have a domino effect.

It took me a while to get the hang of this one, but once it clicked it turned out a lot of fun. 

Very nice! The music, sprites, and mist effect work together to create a great moody, oppressive atmosphere. It gets kinda scary to explore at some points.

One downside: the gnolls seem to be able to move away and attack in the same turn, which feels a bit unfair.

Really nice, smooth, polished game. I can see this one becoming part of my standard rotation of coffeebreak roguelikes.

Absolutely amazing. Cool and weird and gross in all the best ways.

Nice, moody atmosphere, and the inclusion of the "Nemesis" enemy provides a great twist.

Very cool to have a roguelike that's actually running in the terminal gain. Good, solid gameplay, but very tough. The facing innovation is a nice twist to the formula.

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Amazing fun! I love the grab-and-throw-mechanic, and the brainless-yet-tactical rampaging. The tile set also really works with the theme. I'd love for this one to be expanded into a full game.

This is quite likely the coolest roguelike in the jam. While the game is clearly unfinished, I like the overall look and feel. I'd love to see a finished version of this game.

Somehow, I can't figure out how to change my facing. Can you help me out so I can give this a proper try?

Unfortunately I can't rate much for "Innovation", but the fun more than makes up for it. I Just like the other Brain, I had no idea how much I yearned for something like this.

Lovely presentation, I loved the 90's style character showing off the equipment. Play was smooth and fun, with a nice variation between ranged and melee combat. The biggest downside was the level generation, with lots of long hallways leading nowhere and difficult to remember layouts.

I had a blast with this game. Great style and theme, and the realm-hopping mechanic reminded me of Dishonored 2's A Crack in the Slab mission in all the best ways. I'll definitely come back to this one.

I've been looking at getting this game and buying a cheap battered deck of cards at the second hand store (which would be fitting with the theme), but those are all plastic laminated cards. Anyone have experience with wrecking those?

I don't think I'll have time to participate this weekend, but I must say this might be the best limitation ever.

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.

I already loved this playing without sound as a hilarious roguelike slapstick simulator, but judging from the other comments I need to replay this with headphones soon.

Side note: it works perfectly on Steam Deck.

I highly recommend checking out TIC-80, it's a really fun platform to work with.

My go-to is often forced movement: pushing or pulling enemies or objects around. Maybe combined with traps or area-of-effect stuff.

Alternatively, you could bump into an enemy and then go to a jrpg/Pokemon-style combat screen.

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.

Thanks, that windows build should work fine for me 🙂

Playing downloaded HTML games is a bit of a hassle, but it's an option for projects where there's no executable.

Also: could you offer up a downloadable version, either as the html as a zip or an executable? I'd love to have this game on my steam deck on the go.

Very cool! Mosa Lina meets Lemmings, I like that idea! I struggled a bit with the controls, tho. This might've been nice turn based, where you could plan your moves to work with the movement of your little dudes.

Nice visuals, smooth play. A bit more visual feedback would've been nice, but it's already fun the way it is.