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Feufochmar

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A member registered Nov 12, 2017 · View creator page →

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I finished the demo. Here's my impressions :

  • I liked the art style and music.
  • I liked the combination of dungeon crawling and point& click. That works very well, and unlocking the optional paths or finding the hidden treasures is rather rewarding. The different pointers for different interactions is interesting, as it allows revisiting dungeons with a new power to discover more secrets.
  • I liked less the battles though. The combination of match 3 and shoot'em up doesn't work as well as the combination used for exploration. I think the issue here is that you are forcing the player to do two things at the same time, which is hard by itself.
  • A simplification of the match 3, by removing the chain could make the game a little easier for the player as the match 3 would play quicker. For swapping two feys, you currently need three clicks, while by removing the chain, you would only need two clicks. The chain would be an interesting game mechanic if the battle was turn-based as it allows preserving turns by swapping more than two tiles in a single turn. But here, the game is action-based, with the shoot'em up part that hapens at the same time as matching tiles, so the player should be able to quickly switch between the two modes, and because of this, the player doesn't really have the time to think about chains.
  • For the combo spell, I think I would have prefered spells triggered automatically when thresholds are reached instead of having an extra spell to trigger manually that change with the number of combos. But on the other side, it's also a way to reset the combo timeout. Ideally, the combo spells should be different from the manual spells.
  • I had a lot of difficulties to beat the boss at the end of the forest. This is the first boss with the ability to invoke shapes, and the main issue here is that this boss can easilly submerge the player with shapes due to her ability to turn cursed feys into shapes. At that point of the story, the player only have two characters at its disposal, with very little ways to improve them (outside grinding levels with random battles), and the link between the combometer and the damage inflicted by destroying shapes has also not yet been explained (the page that explains it is found later in the game). I think this boss should be rethought, and the ability to turn cursed feys into shapes be reserved for a later boss.
  • I played the Linux version of the demo. I encoutered two crashes when changing room, but no obvious way to reproduce them. I noted that the game systematically crashes with a segfault when I'm closing it.
  • I'm finishing with a suggestion : add a way to quickly travel between the save rooms, as this avoids to traverse several screens when going back to town from a dungeon. I especially felt I would need this when exploring the last dungeon which contains a save room. I guess that quick travel feature should be limited by the story.

I've used several musics from this pack and two from the second pack in my game : https://feufochmar.itch.io/the-minoan-labyrinth

The definition of a "traditional roguelike" choosen for this jam was interesting because it gave a lot of freedom, and allowed games that don't follow the gameplay of Rogue/NetHack at all. In fact, the jam even encouraged people to reinterpret what a roguelike is as long as the five rules are followed.

So, I took advantage of this freedom to propose a game using a turn-based match-3 gameplay completing it with element taken from roguelikes : a dungeon randomly generated (abstracted in a succession of rooms), permadeath, hunger as a time limit, a choice to make between possible upgrades to tackle challenges with increasing difficulty.

I have changed my website since I posted this, so the link has changed. However, the code for the Yggdrasil Generator running on my website is not directly based on the code provided on this page anymore, as I changed the backend of my website to Java.

I didn't have much time to write this. While the code itself is derived from another tool I wrote (Phonagen), the thing that takes time is writing the rule files, so I stick mostly with French (because the sources I used were in French). I will maybe update that generator later with new rules, and translate some of the existing ones in English.

I have mixed feelings about it. I found it user-unfriendly because of the ownership concepts breaking many way of thinking when you come from object-oriented grounds. I'm unsure if I'll use it again for other procedural projects.

Sorry for the very late reply (I don't check itch.io often, and I didn't check the mail adress I'm using for itch.io for a while). I'm already on the procjam discord for several months, so I know about @redblobgames.

Why Rust ? I wanted to try Rust for a while, so I took the opportunity of the jam to do it.  I already coded map generators with some similitudes to this one, so this was more about testing Rust. However, I also wanted to check the complexity of writing that generator, to check if it could be done in coding dojos.