Oh my, that just ate the last hour! Finished it...
Very nicely done!
Matt Van Der Westhuizen
Creator of
Recent community posts
Thanks for the feedback! I ran out of time to put in additional loops and to expose more information to the player. There's 4 different classes with different randomised combat stats and starting levels. I'd like to have a preview of which adventurers will be going in tomorrow as well as an after-action report at the end of the day. Then you can try to tailor what you put into the vending machines.
So much more work ahead of me! ':D
Looks and sounds good, runs smoothly, so well done!
Multiplayer games are always a bit of a risk with a game jam. It looks like there's a ton of different weapons and mechanics implemented, but it's kind of tough for me to judge if it is fun without being able to play against someone else... from some testing against myself it felt like maybe the weapons I tried were a bit underpowered and would need to be stronger (laser at least felt weak, flamethrower seemed to do better against better armor). Probably just needs a lot of play testing and balancing to turn into something fun. :)
What a great little game! Very unique concept - don't think I've seen anything quite like it before...
Some possible improvements:
- It's hard to distinguish the healing tornado from the destructive ones purely on color, maybe something visually different from a tornado for the heal would be easier for the player to understand what to keep out of what to pull into town...
- The challenge is reduced quite a bit by building a new town in the corner - maybe some incentive to spread out buildings to give a bit more of a risk/reward dynamic would be nice...
- I think the pyramid was maybe bugged - I couldn't place one even after gathering enough money...
A nice, cozy little puzzle game - well done!
I played up to what I assume was the ending and then got stuck on that final screen unsure whether I need to do anything else. If there's more to do it needs a better hint, if not a game over screen could be a nice addition.
I could also see how the mining action might not be immediately obvious to players and could maybe cause some players to get stuck.
Thanks for spending so much time with my terrible entry! Probably my worst jam entry of all time (and I made a few stinkers when I was starting out). I bit off way more than I could chew trying to make a Roguelike in an engine that I hadn't done it in before and ended up with a bit of a mess as I panicked and ran out of time.
Some of the mechanics that were implemented were not obvious and should be taught in the tutorial, e.g. the fact that the Phaser could switch modes to be more effective for combat or used for digging and how to use the Comm Badge to call for teleport.
I did spend a few weeks post-jam working on an improved version, but got derailed by vacation and ran out of steam. Busy trying to get back into the swing of it now. The UI improvements are mostly done, then I need to improve the speed of the AI code to make it faster to move, then actually start on procedural generation and more missions types and then more of everything.

Interesting idea! First few games seemed hopeless, but then I started to figure out some of the items that could help me survive...
Think I made it to the final floor and then the game crashed when I accessed my inventory to try to activate a tracker:

Stacktrace from the browser console in-case it helps:
14drl.js:228 Uncaught RuntimeError: memory access out of bounds
at 14drl.wasm.flecs_component_ids_get (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[4372]:0x1a9a95)
at 14drl.wasm.EventHandler::fiendStats(flecs::world, tcod::Console&) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[697]:0x3049c)
at invoke_vii (https://html-classic.itch.zone/html/14880181-1381680/14drl.js:10640:29)
at 14drl.wasm.void std::__2::__invoke_void_return_wrapper<void, true="">::__call[abi:ne190106]<void (*&)(flecs::world,="" tcod::console&),="" flecs::world,="" tcod::console&="">(void (*&)(flecs::world, tcod::Console&), flecs::world&&, tcod::Console&) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[507]:0x1ca7a)</void></void,>
at 14drl.wasm.std::__2::__function::__func<void (*)(flecs::world,="" tcod::console&),="" std::__2::allocator<void="" tcod::console&)="">, void (flecs::world, tcod::Console&)>::operator()(flecs::world&&, tcod::Console&) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[506]:0x1ca3e)</void>
at invoke_viii (https://html-classic.itch.zone/html/14880181-1381680/14drl.js:10618:29)
at 14drl.wasm.EventHandler::PopupOnRender(flecs::world, tcod::Console&, unsigned long long) (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[672]:0x2d03a)
at invoke_viiij (https://html-classic.itch.zone/html/14880181-1381680/14drl.js:10829:29)
at 14drl.wasm.SDL_AppIterate (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[788]:0x332e6)
at 14drl.wasm.SDL_IterateMainCallbacks (https://html-classic.itch.zone/html/14880181-1381680/14drl.wasm:wasm-function[2478]:0x104ff9)
Thanks for the feedback!
Sorry, I should've left a clear warning after getting the Made with Defold Jam results, that this is in a very rough state...
I thought a 2 week jam is way more time than a 48-hour jam, but in retrospect this is less true when you still have a day job for 10 of the 14 days. It's much closer to being 2-3 times as much time than being 7 times as much time. So I completely overestimated what I could get done and delivered something very unpolished and barely playable.
I am slowly working on a post-jam version with the inventory management being at the top of the list of things to improve:

This is a very cool turn-based twist on snake - the snake graphics really remind me of my childhood of the snake games I used to play!
I think if you add the descent part to give some progression or some kind of a goal like going down to level 10 to eat the golden apple, it could become quite quite addictive.
Fantastic entry! Looks great, sounds great and plays great. The puzzle mechanic was quite fun once I figured it out.
Does the game just loop back to the start when you win? Just wanna make sure I didn't miss anything...
The theme connection was a bit thin for me - I guess sleep is essential?
This was one of the few entries that I felt wasn't harmed by diversifiers but perhaps made better by them, so kudos for that!
Wow, this was amazing - it looked and sounded great! Well done!
I couldn't find my parents though... It just seemed like stamina ran out way too fast. I would've preferred a little meter showing it - as it wasn't clear from just the light level - the game over was very abrupt and unexpected. I guess we have the Clear View diversifier to thank for that...
Sorry to hear you had technical issues just before the submission time! Glad you could manage to submit something in spite of that.
It's a cool little prototype nonetheless and I'd be interested to see what it could turn into. The idea reminded me a little bit of Comic Bakery (yes, I'm old :P).
Thanks for the feedback!
I was a bit worried that maybe 30 days is too long of a grind. I had planned to put in some random events at the end of each day, but ran out of time for that, that might help - especially if they tell a bit of a story. I think what I have is not intrinsically fun enough - it needs some form external motivation for the player to keep going.










