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Classicwook

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A member registered Jul 15, 2015 · View creator page →

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This has been really nice to play. It's very well designed. And thank you for providing this design document as well. There is so much wisdom in here!

Ooo looks like you made it pretty far! Thanks for playing and sharing feedback. Based on this screenshot I think one of the AI actors got stuck in a pathfinding loop :(

I thought I had solved that already but I'll fix take another look.

This was fun to play. And I really liked the unique twist on the classic bump attack mechanic. Nice job! 

Thanks for playing! 

Upgrade mind gives the Patient more Mind points allowing you to activate some of the higher level abilities which require 4 points to activate. That only happens if you upgrade and ability once or twice.

That worked, I think the issue before was the missing assets folder.

This is very cool!!

I'm excited to check this out. The v0.1.1 Window version exits quickly  startup on my machine. I wasn't able to capture the errors though.

This is a solid start to a fun game. The core game loop is there, discovering new sequence combos is enjoyable and there's a good variety of enemies to engage. With some more visual polish and clarity to the main systems (like vitality and recovery) this could be even better. Nice work!

The tile animations, art and music are all very nice. I like the 5x5 grid constraint as well. Ability progression was a fun motivator to keep playing. It become a real puzzle as you add more abilities. Great job!

Thank you for the feedback!

Even though it's not a complete picture of what you planned, it's a very nice start. You picked a great combination of tile art and sound effects. I like the sword sound that enemies make when they notice you. Very effective. There is some randomness in the potion drops. You have enemies and path finding. I also like the way a new room fades in.

Thanks Richie! I appreciate you playing it and the feedback as well.

Great game! I've been inspired by your work since Meters. Your design decisions seem so simple or obvious but they're so effective. And when I go to accomplish something similar I find it's not obvious at all.  You create enjoyable game loops with really elegant constraints. I like how each item, enemy, and stat bar feed into to each other in a way that keeps me pushing to actually win.

This is good stuff. The UI is really well done. The water animation is a nice touch. All the options you give at the beginning (picking a civ and stuff) is really evocative and make the game feel really expansive especially for a 7drl.

Awesome, thanks for taking a look!

You absolutely nailed the atmosphere! You fit so much setting into a small color palette. The SFXand atmospheric background were very nice, not to mention the Lovecraftian style. Thanks for sharing this.

This is a nice, cozy little concept. Thanks for sharing. Also, I hadn't heard of Rough.js before. Can't wait to use that myself.

This is cool! The mechanics of grabbing and throwing match  your theme well. It reminds me of playing Rampage as a kid. I like the details as well, like walking over things to destroy them. The first couple of rooms are nicely laid out as well.

Thank for the update! I recently played with my two sons and they love it. I honestly played based on your youtube video and didn't realize you had already written 3p-4p rules. But to accommodate the three of us, I just replaced the second "4" card with a third starting card. This made the games play much quicker obviously but they had a lot of fun. 

I was planning to add a fourth player by extending the grid to 5x5 and including all "4"s , three "5"s and one "6" card (I like the idea of having one large number card that's bigger than the grid size). I have no idea how that will feel. I'm excited to see what you come up with. And if there is a physical edition I'm excited to support that as well. 

great stuff!

the sound effects are siiiiiiick! I love this for the genre, the attention to environmental sfx add so much to the lovely text-based rendering. thank you for making it! I'm already inspired for next year.

I have not played this yet, but I love the aesthetic in your thumbnails. Als really like how you are showing descriptions of the objects with an overlaid banner.

Ok it turns out I had the animation delay for every actions cranked too high. I haven't landed on a perfect solution yet, but wait time for AI turns is significantly reduced now. Thanks again for pointing that out.

Thank you for playing! and ugh I know what you mean about the AI. At some point I think I wrote the worlds least optimal function but didn't have time to track it down. I think it's related to pathfinding over long distances. Optimizing that is the next priority for me. 

I appreciate you! thanks for taking a look.

Solid entry Ondras! It's very straight forward. Inclusion of a tutorial is awesome. I like the character set you used as well.

Honestly I was never a huge fan of space invaders. But literally it was just because I'm bad at it lol. But your visuals are amazing! I love the explosion effects and tiny alien sprites. It kept me going to the final wave, a first in my space invader-like career.

Thank you for checking it out! It was fun to learn both RUNE and Svelte which I used to build the tool.

Thank you! Hopefully I can see the original vision through this year.

Haha thank you. I did plan on a minimal UI but not this minimal. I hope the main mechanic will make much more sense once the player can see health and more easily identify what the parts do. And there is a gun in there but shooting it doesn't currently give you any visual feedback. There is a sound feedback for it though. Thanks for taking a look. If I ever finish it I would love for you to check it out again!

RUNE community · Created a new topic RUNE Playground

I still have a few features left in the tank but thought it'd be nice to share now. Rune Tablet is a set of tools that let's us create and play (bits of) RUNE online. It uses the browser to store content as you create it and features a draggable play area with rollable dice so you can test your new gear and creatures.

Great game, thanks GILA RPGs!

First of all, thanks so much for playing! It means a lot to get feedback. It sounds like my UI/UX is quite opaque. It's definitely not a strong suit for me yet.

So yes, you progress to the next field by finding and picking up the blue-purple component. After finding 4 component you make it to the last level where you must defeat a few waves of enemies.

The enemies can be tough and there isn't much ammo unless you search pretty intensely. You should stumble upon caches every now and then.

The beeping indicates your lantern ticking down. Visually it's not that obvious what's happening until your lantern get REALLY low, at which point you FOV radius can get down to one tile.

I agree that there is some lag during enemy turns. In previous games I didn't have FOV so it was obvious when the enemy was moving and it wasn't the player's turn. And I didn't really account for that here. :(

So my take aways are:

1. every thing happening in the game should be obvious to the player e.g. lantern light increasing, decreasing, enemies are moving etc.

2. 7DRLs should err on the side of easy so that players can actually experience the content.

3. A tutorial level of some kind would go a long way. I should work on teaching the game during play. That just wasn't on my radar this year (or previous years)

Again thanks so much for trying it out.

Thanks so much for playing and giving feedback. I'm glad you found it interesting. I'm hoping to improve UX/UI as I continue. It certainly is a lot of information to take in.

Btw, is it possible to switch back to ASCII mode during play?

Thanks for the update. You're an inspiration to us Slashie!

I really enjoy the soundscape in this game, the ambient nature plus the material-specific sound fx adds soooo much to the immersion.

Great first 7drl. The soundtrack isn't bad and the art is cool. I wasn't expecting to be blinded by a potion but it was a fun surprise, and it got me excited to discover what other surprises are in the game.

Ah thank you so much for the feedback! I'm looking forward to playing your entry.

Definitely! I'm gearing up for a game jam called 7DRL next month. See you in the new discord.

It's super exciting to hear from you all! Thanks for the update.

I agree with you! Putting your own spin on the genre is the least important thing for a first time rouguelike dev. Getting that @ symbol to move around and bump things is so exciting and fundamental.

Thanks for introducing the concept of second system syndrome. I hadn't heard of that. It feels related to feature creep, but more like architecture creep? Either it's clearly an area for improvement and discussion amongst rougelike devs at large.

If you're familiar with Godot already then I'd say it's very feasible and you will have fun! The most important thing is to do some planning before the jam starts. For example, do some game design, planning out your main mechanic and deciding how will you put your own spin on the genre. Decide what assets you might use (color palette, sprites, sounds etc.). I just found this tutorial for Godot peeps. Definitely check that out (or others that may be around) and try to make it through before the 7drl. It will give you some experience on how to organize your code and offer a chance to come up with unique ideas for the jam.