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Gobbo With A Gun Games
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That is definitely at the top of my list to fix. I need to make some major adjustments to the stats and damage calculations--I'm aiming for a pace of 4-5 turns max for a random battle, but my Orcs are apparently tanks. (Also, it is legitimately an honor that you took a look; I'm a big fan of your work!)
Thank you to everyone who has taken a look so far! Words cannot express just how much I appreciate the feedback (let alone people looking at my game T_T). You all have helped me begin plans for the first update to... y'know, let y'all actually hit credits.
I am so glad I saw that Toasty video the day before the jam and met you all. Here's to an awesome jam!
LOVE the setting and characters! I was going to say combat feels slow, but then I found the animation speed setting--dig this as an accessibility feature (and my wrists also thank you for awesome controller support). There are some text display issues here and there (i.e. the character names in the battle scene), but that's nothing you won't catch when you do another pass on it. Ditto some mapping errors, but I think autotiles did you dirty in those instances.
All of this is super nitpicky. But TL;DR: Shut up and take my money.
I really like the idea of the combat system here--very much invokes bump combat like in a classic roguelike while still being its own thing. That encounter rate is rough, though. I'm hoping you have some time to keep working on this one, though; there's definitely something special here under some needed balance. EDIT: I know you're aware of the encounter rate bug (and I'm pretty sure my submission has a similar issue lol)
Ok, got a new build up. The Windows version is working as expected, but I'm working getting the web build up to parity. Thank you again!
https://gobbowithagungames.itch.io/project-theseus/devlog/1521538/bug-fixes-512
Welp, here I am. I made it through the week and life obligations are not going to let me finish out the timer completely and get the level of polish I want. Alas, real life in meat space!
That being said, I'm pretty darn proud of what I did get done. If you told me I could make a mechanically-functional (if hella unbalanced) roguelike in a week in a program designed for definitely not roguelikes a month ago, I would have said you were crazy. Now that I've succeeded, I'm still gonna say you're crazy because I'm still reeling over having an executable that runs a game I made.
All that said, I'm gonna have to mark it as Incomplete in the spirit of the jam. And that's fine. I did this by the seat of my pants with almost no planning, after all!
I'm working on screenshots for the actual submission and trimming down the files in the web build, but you can download Royal Training Protocol for Windows here!


