Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cancelion

20
Posts
1
Topics
6
Followers
A member registered Feb 29, 2020 · View creator page →

Creator of

Recent community posts

The writing in this was amazing, exactly the sort of shapes-in-the-dark worldbuilding I love. There were lines in this that gave me chills. Didn't really get the jam theme from this one but it certainly didn't make the reading experience any less. The game ended relatively abruptly, would really like more of this!

I'll admit, I went into this expecting to dislike it, assuming it was gonna be a simplegimmick or parody game. It won me over in about five seconds :3 No single element really stood out to me, but the game really held my attention and interest – the total was somehow really great. A bit messy at points, maybe, with grammar and wording.

This one really took me along for the ride, I felt, was very intimate. Cyclical nature of the story was well-executed. Gameplaywise very simple, some of the gamified elements felt a bit tacked on. All in all great interpretation of the theme!

An amazing experience, the writing was spot-on, to the point and incredibly effective. Artwork complemented the storytelling perfectly. I really felt this transcended the game jam experience into a full-fledged art game – with a smidgen more polish maybe. Didn't really feel the jam theme with this one but all-around wonderful work!

Fun idea for a more mechanical game! Execution was quite unclear but that's mostly on the tool, didn't feel like a finished whole. Got stuck in the "final boss battle" when I ran out of cards :o

If only I could choose to work on job applications by clicking a button 💀 Good read, thank you for it!

Amazing experience, felt really grittily real; only complaint is the classic "wanted it to be longer" x3 I give it Mixed Pickle.wav/10

Really well-built an pretty game. Loved the gentleman, good jarring moment that I'll remember.

Thank you~ x3

I did not imagine you could use Arcweave to craft such a, well, game-y experience :o The visuals were amazing too! The use of color for associations was really effective

Thanks a lot 😊 We've both made war- and trench-themed entries I notice! Will definitely be playing through yours :3

Holy crap, that's awesome! Thank you so much, really glad you enjoyed it :)

Oh damn, I was hoping it'd magically just work :/ Sounds like the visuals are failing hard, the sounds tell me that you're loading the first level and (moving right) picking up the first ability. Either some part of my code is Linux-unfriendly (maybe the resource loaders?) or AsciiPanel doesn't play nice with it (some people in Trystan's tutorial had problems, but nothing like this). If only I had access to a Linux machine... but if I do fix it or find a workaround, I'll get back to you :)

I coded the game in Java in VSCode and it uses Trystan's AsciiPanel extensively, Maven as project management.

Thanks! I'm a huge amateur when it comes to coding, so I don't know how I'd go about making those builds. The .rar contains an executable .jar which (a cursory Google search tells me) is platform-independent - so it should/could/would work...? If you want to test it I'd be massively grateful :)

(i.e. a minimalist, textless real-time action roguelite - if you've ever smashed your NES in anger, you'll tread familiar territory)

(1 edit)

As far as I know, "tasted the bitter fruit of life" is my own invention, from the phrase "the bitter fruit of <foo>". Unfortunately there's little more to the plot of the game: I ran out of time to add content, having to concentrate on mechanics. I would have wanted to write snippets of flavor text that could be found on levels, but what can you do. The game ends on level 50, where you face the people eater (patent pending).

Very true about the ESC key, I have a steady hand and I've never pressed it accidentally, but honestly it should pop up a confirmation box. It's unlikely that I'll add one at this point, already hard at work on the next project :D

That's correct. I originally didn't implement other diagonals than numpad since, honestly, I didn't even think of it. I've just updated a v1.12 with HJKL (the VI keys), which to me are incredibly unintuitive but won't necessarily be for others, and are certainly better than nothing.

I don't mind the cheating key being available if you find it - I don't advertise it (some people would rather not know, I'm sure) but it's one way to get to experience more of the difficult game. I trust people to police themselves :)

Wow, thanks! No relations to Cultist Simulator - I drooled after it some time back but my personal finances don't give way for such luxury. Very true about the >, I'll be adding it shortly.

(1 edit)

The game uses Ashley, a lightweight entity framework that I did no justice to, and AsciiPanel, an ASCII terminal display.

EDIT: Just uploaded a 1.1 HOTFIX version which fixes a couple of game-breaking bugs. I blame lack of sleep and/or skill.

Starting my 7DRL entry in 10 minutes (12:00 EEST). I'm feeling super excited, success here would mark the first time I finish a game project. I might update more about the project here as a sort of work-diary for myself but might be the work takes first place.

The roguelike itself centers around eating and a hunger system. Hunger systems are often fairly forced timers on progress, but I'd like to see just how far I can take the concept, hopefully creating a hunger clock that means something.