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Brain in a Bowl

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

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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.

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! This game definitely has that undefinable old Atari "I can't quite tell what's going on and everything is weird and scary but I can't stop playing" quality.

Amazing! Gorgeous to look at, very atmospheric, and I just have to steal reuse that tag system someday.

Nice looking game, with intuitive controls and a very usable interface. Nicely done!

Neat and interesting approach! With a deeper , more tactical combat system this could really shine.

Nice work! Even though it's unfinished, the core loop is already very fun and interesting and the sprites and music are amazing. I'm terrible at these real-time games tho, so I never managed to survive a round.

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!

Thanks for playing, and for leaving feedback 🙂

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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.

What a game. It's still early, but of what I've seen so far this is my favorite this year. Interesting levels and stealth mechanics, excellent sound and visuals, and a joy to control. The jumping around just feels so good. I liked Prim Reaper, but this one easily outclasses it.

Nice game with gorgeous visuals. I'd have like for the levels to bit a bit more narrow, less wide open, to allow more strategy with positioning, but apart from that, a very nice entry!

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Nice game with gorgeous visuals. I'd have like for the levels to bit a bit more narrow, less wide open, to allow more strategy with positioning, but apart from that, a very nice entry!

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.

Very nice, lightweight roguelike, easy to pick up and have a quick session. I especially liked the weapons getting a boost when upgrading them to full, ads a nice risk/reward system to the play.

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A simple looking concept, very well executed. Reminded me a bit of Hunt the Wumpus, in a very good way :)

That was... weird, and cool, and creepy. Very well done!
I ended up playing with my headphones on, that added to the surrealism of the experience.  

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

And it's live

/breathes

Yesterday's devlog: things that work

Well done!

Day five: Back in time!

It's also supposed to be used with a specialised event store, which is very efficient in getting the current state of an object. I don't know the exact black magic behind it, but it seems to work.

Also: your heist roguelike idea sounds really cool, I hope you'll pick it up again later.

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.

Day 4: everything is fine, surely.

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..

Still more snags on day 3,  but some progress as well. Dev log is here. Using an event-driven system is really starting to pay of for this project.

This looks very interesting. I loved runner, and I'd love to see where you're taking this.

Looks very interesting, I'll keep an eye on your project!

Thanks. I'm running into a couple of snags, but I'm making some progress.