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Dean and Jim Yockey

16
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A member registered Dec 02, 2015 · View creator page →

Creator of

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I didn't initially realize that weapon info and other unit info were stored in separate folders, which is why I thought damage couldn't be changed. I did try editing a bunch of values to see the result, and the game play quickly became ridiculous. Speed values, for example, that sounded about right in my head led to absurd speed in game. So it seems that re-balancing well would take a lot more thought, planning, and trial-and-error than I initially thought, lol. Especially with how many units there are. Not sure if I'm actually up to the task.

It was satisfying giving bazooka ants absurd range, though, and giving the cannon beetle rapid-fire bombardment. So absurd changes are easier than actual fair changes.

The new features and changes you added sound really cool. I will try to check it out soon.

Awesome work.

It seems to me that spiders are ridiculously overpowered. Their missile unit builds much faster than many weaker units of other races. For example, it builds slightly faster than the "shrapnel" beetle, and way faster than the long-ranged "cannon" beetle, which it seems to easily beat anyways.

Part of me is thinking about editing the .yaml files to balance some stuff. Doesn't seem like damage can be changed, but if unit build time, speed, HP, and fire delay can be changed, it certainly seems like rebalancing would be feasible.

Would just editing the .yaml files be the right way to go for that? Or has anyone already tried their hand at rebalancing the units?

Thanks for fixing up this special game from my childhood (and I'm sure many other people's childhoods).

Thank you! I appreciate it. I don't know how I missed your comment till now.

The game still has a lot of changes and new stuff planned for the future, so I hope it just gets more awesome over time.

I beat the catacombs boss, and bashed all of the monsters! :)

OK. I just beat Squatch. Awesome game, but Squatch himself felt a bit easy.
On the other hand . . .
I gave up on the boss in the catacombs. Might try later, but the fight seems a bit TOO hard on the eyes, especially since everything is the same color. The flashing terrain is orange, the waving background is orange, and the skulls are orange, so it's hard to look at. Maybe if the terrain didn't flash, and the waving background was a different color, it'd be better, but I've got a headache now.
Anyways, I really did enjoy the game.

I'm having trouble with the controls in this game. I'm using a controller, but it seems that I can't rebind controls for it, and I'm not really fond of the layout provided . . .

(2 edits)

Just started playing the game, and I'm really enjoying it! I was a bit surprised with how quickly the main character moves around, to the point that the dash seems practically excessively fast to me. It does definitely take some getting used to, especially when platforming, but I'm not complaining.

I am a bit sad that the game runs very slow on my android phone . . .

(I've been playing it on windows, but being able to play it well on android too would be nice).

I'm not really sure why it runs so slow on android, but it basically makes the game unplayable on my phone . . . :(

EDIT: I must add that my phone is getting rather old and decrepit, so I'm sure it runs well on most devices.

The game is very fun and creative. The way the flashlight is used feels very clever, and I really like the visuals, too.

I forgot to take something out . . .
Don't press the H key . . .
I'm trusting you . . .

Sorry there's only a windows version. We didn't really have time to troubleshoot the issues preventing an HTML5 version from building.

My biggest regret is that we couldn't get any platforms other than windows. Might make an android version later.

We wanted to have an HTML5 version to play online, but couldn't get it to work (the errors are beyond my understanding).

The two of us (Dean and Jim) finished our first 7DRL game. We're pretty proud of it, and think it was a success.

I (Dean) have spent a lot of time working on a roguelike already (still in development), but this was a really good chance to try something fresh and new. I definitely learned new stuff from this. We used BSPs for generating the interconnected rectangular rooms, and it was much easier than we expected. I feel like I have an easy time being intimidated by big words and phrases like "binary space partitioning," but I was happy to realize it wasn't that tough.

We wanted to keep the game simple, of course, and I think relying just on mouse controls made the game simple to design and simple to play. I hope people check it out and find it fun.

It definitely DIDN'T go to full when I died. :/

I found it a bit odd that the game comes as an installer instead of just an exe or a zip, with how small it is.
I really enjoyed the way the game looks. The visual style is delightful.
On the other hand, because health doesn't return when going to a new room, I gave up on the blue skeleton boss, since he was just too frustrating to fight with just one health.
I'd certainly like to see how the game expands.

Thank you very much.

Could you link to the Ludum Dare page, so I can rate it after playing it?

It's hard. I'm not sure what the purpose of having extra eyes is.