Thanks for playing!
I came down with a cold half way through the 7DRL week so had to scrap a lot of the original scope. Consumables were a part of the plan that unfortunately had to get removed. I'm very glad that the core of the idea comes through though, and works well enough.
Hopefully next year will be able to get something a bit more ambitious done :)
Chao
Creator of
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Unfortunately a lot of polish and teaching got left by the wayside, got sick towards the end of the jam so didn't end up having as much time as I thought I would.
The stagecraft abilities mostly manipulate the RNG of the combat
- Aim for the Shield makes the target always hit your shields.
- Dull strikes makes the target always hit for their minimum damage.
- Get Hit makes the target always get hit for max damage, with no shield protection.
The other two have a bit weirder effects.
- Stand by makes the target not do anything.
- Friendly Fire makes the target hit an ally instead of you, if there is a valid target when they go to strike. Also works for abilities, and ally targeting buffs will target the player instead.
All these effects can be toggled on or off on any target at any time.
Really cool use of the Tetris mechanics. Definitely quite a different approach from standard tetris, and I think I managed to bait myself into some really frustrating situations by trying to play it too much like tetris.
The aesthetics and mood of the whole thing are also really nice, music fits perfectly, and the sound effects add some great juice.
Wow, I can't believe I left out the pickup control from the help menu all this time.
1) Press G.
2) Press S to start socketing, press the number that lines up with the bone in your bag, then if its a bone that can fit in multiple spaces, any other than the ribs, press the number that corresponds to that space (it shows up in the chat log).
3) When you press a button to start an attack, the next movement key you press will select the direction of that attack. All starting attacks are one tile range.
It's incredible looking back at this and seeing how terrible at user interface design I used to be.
Sorry about the locked resolution! Usually I'll do something to try and support smaller screens, but time was a little tight this time around. Watch out for a post jam version though, definitely top of my list for improvement.
Glad to hear you enjoyed the writing, to be honest I'd be writing these little descriptions regardless of whether anyone was reading them or not, but it's good to hear that some people are :)
A bit more instruction in the early game is another feature that's high in my priorities for if I come back to this one.
Try not to dwell too much on success and failure in these things, at the end of the day it's all about what you can get out of it. At this point 7DRL has become for me like a spiritual test of endurance, a week in the year where I grind myself to the bone to create something, just to see if I still can. It's also pretty fun.
Ahh yeah, that would be cool.
I think it'd kind of go against the tension curve a little bit, getting to the middle is the high point of the danger in the level, so getting out again could feel a little bit like an anti climax, but maybe if there was some interesting stuff going on with more spawns coming from outside or something it'd work.
Thanks! Pretty much all the movement is handled with the base unity physics, to get it to feel as good as it did we pretty much only had to make one change.
The torque that the player body exerts when they rotate is modified by the distance of the furthest body part from the center, so your furthest out piece will always move at the same speed, no matter how far out or close it is to you.
Yeah we probably should have put that earlier, changes to be made if we release a future version. We did have some pretty frustrating encounters with the Unity physics engine, and that problem you're seeing is one of the issues we didn't manage to get around fixing. Hopefully it's uncommon enough to not impact gameplay too much.
Glad you enjoyed it!
Numbers looping seems to be how a lot of people are interpreting it, so I might just change it to that.
How it currently works is, if there are no possible cards that can be played (for instance if you have to play one above 10), then you can play any card.
10 being both 10 and 0 though is definitely more intuitive, so in hindsight I probably should have just implemented it as looping.
Thanks!
You'll be glad to know that I'm actually working on expanding this one right now, and am expecting to release a more fleshed out version within a couple months. I'm keeping the smaller arena fights setup, but with a bunch chained together instead of just one really long one. I'm also introducing a kind of "passive traits" mechanic to add some more diversity to the run throughs.
Would love to hear your thoughts on it once it's released :)
Glad to hear you enjoyed it :)
Your suggestions are intriguing, but I'm not so much a fan of the simulationist style of roguelike. I prefer briefer and more concise design, and I feel like we managed to strike just the right balance of simplicity and depth with WHOF. Percentage chances and unpredictability were not really what we were going for, and are quite outside our vision of the game.
That said, it's definitely possible that they could work, so I've uploaded the source code of the game if you'd like to tinker with it. I will warn you that it's jam code, and might be quite hard to decipher.