Has a lot of nice variety for a small game. I like the physics detail of having the bat moving a bit independently of the pig. =)
frostyfreeze
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Hi, sorry for the late reply...
Danger Points
Danger Points are a per-level stat. So they all reset when you gain a level.
Also, when you reach 3 Danger Points, you become Incapacitated, etc. and when you recover, your Danger Points are set back to zero. Otherwise you would be in constant danger for the rest of the level.
The balance is set to the idea that some characters might reach zero HP almost every game session without having permanent consequences. (You could make things feel more lethal by recovering only 1 Danger Point per level.)
Spell Point Recovery:
This is explained in Arcane Recovery under the class feature sheet:
Arcane Recovery
(Short Rest) When you take a short rest, regain Spell Points equal to your Character Level.
After a long rest, regain all of your Spell Points.
Congrats on making your first full game!
I really like the setting and the overall atmosphere of desperation. At the end, I had to stop and think about whether I'd talk to Red before leaving or not (I left him... and I feel bad about it, but I didn't want to risk getting stuck there.)
I played part-way through another run to see what else might happen, and it seems there's some nice breadth to the things that can happen.
The reviews were a really nice touch, too.
Nice work!
Congrats, this is cool!
And even more so for making an emulated game, which seems like it would be extra challenging.
I especially like the Haunted Carnival map... maybe I'm biased because one of my games is also about a haunted carnival. =)
On being seen and feeling like a "real" game dev, I know what that feels like... there are so many people making good games that it feels tough to find an audience that will appreciate our work. I just try to focus on the fun of the creative process and try not to assume anything about how many people will play it.
Either way, I'm sure your turtle is proud (and relieved). =)
I really appreciate this entry and the time you put into your postmortem. I also know what it's like to have a long stretch where you don't feel like your brain works, so it's good to know that you're doing better and that working on this project helped!
For the game itself, I was impressed with how much writing you did for this. I spent way more time than I thought I would just channel surfing and enjoying the descriptions. :) You also really captured that feeling of being stuck and struggling to get those small wins. And the overall style works really well together.
Congrats on finishing it!
Thanks, I'm glad you like it!
Stat Blocks: I honestly just start with what I want a monster to be fiction-wise, then pick a stat block from another monster that works for the party's level. I think CRs should be about the same. I sometimes adjust stats before/during combat based on how the players are doing. I've never really liked the idea of "official" monster stats, since it kind of ruins the mystery if players are too familiar with what they are fighting.
Skill DCs: Same as the official rules.
I like the little world you created here, and really accessible gameplay. Though at first I was confused -- I thought I was supposed to do a puzzle game in the left side to attack the monsters.
For some ideas on RNG, check out how Tetris has done it over the years: https://simon.lc/the-history-of-tetris-randomizers
I usually use some variation of the "7-bag" to balance things out for all my randomness.
I spent like 2 hours ideating and planning, I think? I wish I spent a bit of time planning the layout itself.
Otherwise, it's a tricky balance, because you don't always know how things will go until you start building it.
I will have a better set of basecode next time around, so that should help me get under 3 hours.














