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Christian Nava

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A member registered Apr 13, 2021 · View creator page →

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I find that most of the time you can deduce some level of information to make an educated 'safe' guess. I'd say part of the game is managing 'safe' exploration to find the bonus items like chests, heals, etc. I will say that there is a tendency for the start of a dungeon to be the most RNG prone, where a bad generation could cause you to have limited options which halts progress sooner.

Yes, the large level (where you scroll) is the final level of the rogue-like. I was considering adding more but I felt like item builds were getting so good by that point that making more levels would be counter-productive to their difficulty curve. Instead, I opted to create challenges, and specifically the DungeonSweeper+++ set of challenges to amp up the difficulty/gameplay.

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Looks like a bug... similar to the same thing with the Balrog. By any chance did you mark this tile with a flag or ? at some point? 

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Different colors are just for different numbers themselves. The game used to have all the numbers one color which you can still do in the options menu. The exception is yellow/turquoise/purple -- these colors signify an 'obscuring' enemy would have affected it had it not been revealed (usually showing a ?). When they are blended it means more than one enemy is affecting that specific tile. Yellow/Purple means there's a horizontal source and a radial source both affecting it.

90% of the enemies have a requirement for where they spawn. I'd say part of the fun of the game is learning these 'hidden' rules and using them to your advantage. There's some hints in the descriptions but some things are left to the user to discern. When you lose, take a peek at the board and try to reason some out. For example, a pair of Lovers are always facing each other on the same row.

Of course! And if I can find someone who's down to collaborate then perhaps this game can get a fresh coat. That's why I said I wish too :)

Nice, hope you had fun. Thanks for playing!

I feel ya, I wish too. Maybe I can spend a few years trying to learn how to draw myself but that probably isn't fast enough! Haha. Thanks for playing

There are definitely some board generations that are 'easier' so there is a bit of luck, but I'd say there is more skill/maths that can get you through to the end than not. There's a lot of patterns that let you make good choices, just got to look for em!

Yeah the bug was that it should only trigger when doing the DungeonSweeper+++ challenge with the Ascetic, but it was possible to get it to happen without the challenge. Feel free to go at it again if you didn't do that DungeonSweeper+++ one :)

WOOOOO!! That's awesome!!! Congrats :)

Of course! I loved that game so much I had to spread the word. I wanted more so this game was born! haha. Happy sweeping :)

That's fair, I'll write it down for next patch. Thanks

Odd! I came back and saw the same thing -- simply reuploaded the build and it works again. Sorry about that! Happy sweeping :)

Thanks for playing :)

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Hmm, Balrog issue is so odd I can't get it to happen in my test environment, but I'll make an extra note to keep an eye on it. Are you ever able to collect the Balrog's reward? Quite sad if it blocks the achievement too (might be related). Do you have the achievement already?

Edit: I tried reproducing the bug in editor and in the web build but I can get the 10 XP no problem. Any more info on  how you get it to occur would be helpful!

Ahh, the potions are probably a side-effect on how I'm loading back in the 3 whips (they give potions). I'll take a look at that too. Thanks a lot for the bug reports, it helps out!

Good catch, need to add the 20 entry 

Hopefully the new update helped! 

Good find -- definitely not intended. I'll write it up and look into it, thanks :) 

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Dang, sorry! Weird bug, it seems to only happen on WebGL builds. I can recreate it. It seems to happen on first load of the game. Your workaround works; you can simply lose the game and go back for now

Fair enough -- It's been reverted for the majority of items, but there are some I've kept it for like Mass Teleportation or Polymorph

Fascinating bug, not sure why that would happen... thanks for the report, I'll look into it

Oh that's really odd -- they should all be there. I'll look into it, thanks for the report

Good eye! Ideally I would want the ones that it spawned to be revealed, not all, but the way I've coded it makes it difficult. It's definitely in my notes to change.

I hear ya, I'll get more details soon. I ran out of time today but I can write out the exact changes

Then they'll call it an asset-flip - you can't win with people on the internet. I'm just trying to make a fun game I enjoy because I played a game that was cool and wanted more.

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Thanks for playing! An update is coming soon (in a few weeks, maybe?) to add a bit more content/ways to play so I hope you stick around for that.

Ah that's a good callout. It's a 'bug' in the sense that I didn't think of the scenario. I'll have to add some code to check for this, essentially the fireflies turn into another enemy entry, so you're stuck with the old one that no longer exists in the dungeon. Ideally this shouldn't happen, but technically 'working as intended' haha. I'll make a note for myself, thanks. This probably happens with Bounty Board as well.

And thanks for the achievement typos -- dangerous of copy-pasting data!

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Thanks for the thoughtful comment. The next thing I would like to try is changing the contents of the dungeon and potentially the layout, to create new 'puzzles' instead of relying on items to change the experience since I do think items are too strong overall. Maybe limiting items in general to give have a more curated experience. Have you tried beating the game as the Ascetic? 

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Thanks for playing and for the actual constructive take on the AI use. I should say that I would LOVE to have real art instead. The main issue is that even with asset packs, it's hard (near impossible) to completely source art that I need so that it's all a relatively consistent style across the entire game. The ideal scenario is I find someone who can create it as a free/revshare contributor, as I work on this mostly for fun myself. I understand the reality, though, that I can't ask for so much time commitment like that of a stranger.

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Mostly because I didn't originally make the code very well for stacking. I could spend some time refactoring to allow this for potions -- mainly because they get refilled by the fairy fountain so I'd have to make sure that works. I'll put it higher on my list though, I've heard this feedback a few times now.

Cheers, thanks for playing!

That's fair -- I have it setup so that each item can determine to do that or not. I can add an option to override the default, but can you tell me which ones you use and expect to not close? I think right now it's only the ones that reveal stuff (so you can see it revealed).

Oh I like the idea of playing with 'lucky 7'. And yeah, right now I agree the last level is basically a victory lap of your run. Perhaps a rebalance is necessary as you said, reduce size and increase average monster value... I'll try some stuff out

Thanks for playing! :) 

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It's definitely the hardest one. Requires a good amount of luck in finding hearts/chests early, if I'm honest. I've only ever done it once to make sure it was feasible (not just mathematically possible, which I calculate on every level).

Also, if you've gotten everything else, wow! Thanks for playing so much it means a lot

Haha, it's actually an artifact from the transition. I can definitely fix this, I keep forgetting about it. Thanks for the reminder.

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Hey thanks for playing and for the suggestions. I'll keep them in mind.

As for the AI art - all I can say is that I'm not an artist and I believe that because of it you got to play my idea. I like to think my 'soul' was in the code/design of the game. I'll rephrase it as you have -- "As a developer, is my worth only how well I can draw?"

Yeah I tend to agree on this statement the more I add. Maybe to make them feel unique I can make the starter items not appear in the shop, but it does sorta take away from some current combinations. 

I agree with this -- the mimic is intended to be an inherently risky monster but with enough information (what's around it) you should be able to tell if its a safe chest or a mimic. It's intended to make you rethink the chest as a perpetually safe tile. It's most deceptive when you unveil it with no surrounding knowledge, that's for sure.

Odd, I'll take a look at it, thanks for the report.

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Yeah good idea, I'll jot this down and do that next. In theory you can have all 3 of these 'special' items at once. If I make substantial amount more I might have to rethink how to display these (in the item UI, perhaps).

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Thanks for playing! I agree, I want to redo the achievement screen to stack the progressive ones better. I'll put it higher on my list after this comment!

Edit: It's implemented in 1.41, cheers!

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Hey thanks for playing. I did mention that this was heavily inspired (started as a clone) because I played so much DS that I wanted more. I feel like there's changes and a lot more content here now though! Good luck on your projects!