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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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For an unfinished prototype, this is really neat! I especially like the theming and cliques as classes.

Really neat and fun, this game really thrives on the atmosphere and mystery. A lot of the time I didn't really know what I was doing or what was going on, but that was part of the fun.

The little monster images were really evocative and cool/disturbing, great job on those!

Very original and oddly addictive. it's kind of frustrating to have a locked card without the possibility of getting to the key, but that's solitaire.

Thanks! You made some excellent points I'll keep in mind for my next entry. And found two bugs I thought I resolved.

Cool, I like how you actually managed to make the constant camera movement fun and challenging. In my project it ended up being tedious and frustrating and I had to cut it, so I love how it works for you.

I also had a very good chuckle at the tone and writing of the tutorial messages, nicely done!

That invisible ranged attack is a bug I thought I squashed. Only Trooper enemies should have a ranged attack, and that's well telegraphed. I'll look into this, thanks for reporting!

Thanks for the extensive feedback. I fully expect to return to this style of roguelike, so all the input is appreciated. I agree about the music and sound effects, I simply didn't have time to implement more music or any sound effects. Same goes for the more detailed action menu.

For the play based on your screenshot: I'd take one step to the left and end the turn. Next turn you're probably flanked by two enemies, so I'd toss the left most one to the right and, of her survives that, move three or four blocks to the left. If next turn only one enemy comes close to you, spend all your energy punching him. If it gets too busy, punch once and then shove them or move away to get some distance. Pro tip: shoving or tossing into a wall is an instant kill against low level enemies.

There's a bit of a barrier to entry in this one, I had to die a couple of times before I could wrap my head around the concept. But once it clicked, I got a very strong case of "just one more run".

A lot  of the little elements on this just work really well with the concept. The wrapping levels with the symmetrical layout, the ghosting/movement lines to show your trajectory, the wave-based structure. I just wished your shots  would recharge on a timer or when defeating enemies, now I'm sometimes stuck chasing a lone skeleton around who just consistently stays out of reach.

Being able to stab down when landing on an enemy would've been nice as well.

I guess "fun" is the wrong category to judge this by, but I absolutely love this entry, both in concept and execution. excellent writing (except the books themselves), and a lovely sense of companionship in bleak circumstances.

Really nice entry! The ranged combat added a nice positioning twist to the roguelike formula, where you don't want to be to close or to far away. I also really liked the different feel of the levels, with the dramatic camera shift between the forest and the castle as a highlight. That little zoom really communicated the raising stakes. The shifting colors were a nice touch as well!

Thanks a lot! Positioning and manouvering were among my main focuses, so I'm glad that payed off. I agree the feedback should've been better. I had an animation system for that implemented, but that broke when I added the weapon system last minute and I couldn't get it back working before the deadline. 

I've actually considered adding a music collection system again, but I felt it would detract from the pacing. Also, I didn't have time to hunt down enough songs, and I don't think most popular action movie theme songs are available for public use.

The action point system was originally a requirement for two features that didn't make it in. I'd imagined adding a combo builder, where you could budget different amounts of action points to different moves. And I'd planned to have full ascii art animations for the fight moves in 3D view. Neither made it in in the end, but I felt the action point system added enough variety to justify it's own existence. 

The new build works very well for me, thanks! I also pilfered your images to add a nice card and hero image for the stream deck library overview.

I had a great time with this one. I loved the theme, the little sprites, and the interactions between the monsters (and maybe spells? Using rain to stop fire is a nice touch, but I'm not sure if there are more elemental interactions). I might have acquired a phobia for obelisks now, every time I get to a level with an obelisk I just rush for the exit.

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?

Love the visual style, the theming, and the stress/panic system. I think I'll be returning to this one quite often.

Nonograms aren't my specialty so I didn't get very far, but I like the implementation here. And I can't even begin to think on how to procedurally generate them.

I already really like the game, but those additions would really add to the replayability.

I‘m not in charge, but I think this will be fine as long as it's the same game. Just make it clear in the description.

Thanks for the advice. They're already ogg files, I think the delay is caused by the hefty line-of-sight and pathfinding algorithms running all the time.

Very original and polished, feels great to play. Someone could argue about the roguelike-ishness, but I won't :-)

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.

And it went live last night: Here!

😊

Day 5

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?

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Congratulations!

Day 4: More combat and AI

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:

  • Ranged combat
  • Inventory and equipment
  • (Very) basic physics for tossing enemies and items.

That should be fine, as long as you stay within the 7-day limit. If you update after the jam time, make sure you keep the last jam version available and clearly visible.

Day 2 & 3


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.

Runs at 60fps on a fairly beefy Windows 11 PC in Vivaldi (so, Chromium). Tried on a Pixel 6a phone as well. There I get the title screen, but no sound or fps counter.

I'm not a mod, but judging from previous years' entries this will be fine.

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Day 1: It begins

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).

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A turn based platformer sounds really neat and interesting. Good luck!

(Also, you grabbed my attention by mentioning hoplite. That game hasn't left my phone since it was released)

Welcome to the challenge!

I'm no 7DRL Lord, but working from existing code is usually fine. Just make sure it's clearly stayed in the game description.

Stellar Radiance sounds great! It's not quite the style I was imagining, but maybe I need to expand my boundaries a bit. I've sent you a friend request on Discord. 

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:

  • Keeping momentum: Every level consists of a single hallway, with the camera panning from the entrance to the exit. It's up to the player to keep up with the shot or perish.
  • Better readability: A clear display of what's going on, with better visual feedback for what the player is planning and what happened.
  • More diverse, tactical play: Turns will be slightly longer, adopting a Jagged Alliance 2 style energy system to budget your moves.

I'm also aiming to make this game as cinematic as an ASCII grid can get.

Let's see how things turn out!

Hey! I don't have room in my project scope to do much with music, but I could use some tracks that play during the action. I'm thinking about something with a lot of percussion, so your drum experience is useful. Would you be interested?

Amazing!

It's working!


(mostly)

Have you been stalking my previous job?