Amazing!
Brain in a Bowl
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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!
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.)
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.
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.




















