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gruebite

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A member registered Mar 02, 2018 · View creator page →

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Glad you liked it. And of course, go ahead! I do still have ideas floating around for remaking this. I'm thinking for the next 7DRL. To be determined. :)

Thanks for the feedback! I agree with automatically selecting the harmonic. I've spent a bunch of time thinking about how to make cantrips easy and intuitive to use. And I did err on the easy side, but I did use that as a test for seeing if it was too easy. You shouldn't be able to mindlessly win. I also think the forge shouldn't be tied to gold, since it creates a two opposing forces with no solution: increasing taxes, and finding good cantrips.

I'm glad you enjoyed it. Thanks for playing!

Nice! And yeah, there should be a message. And yeah, that's a bug, but not a bad one.

As I type this, I'm working on smoothing out the progression and filling in the middle. Also designing more categorical cantrips. I think the forge produces a lot of randomness.

Thanks for playing!

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Thanks for the feedback! That bug should be fixed now. It was a UI/data desync. Also, I agree with all of those points. Ideally, the progression to the fun cyclic cantrip casting is a smooth one. I also made a minor fix with the starting cantrip to be a tad less random.

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Welp, it's over. Overall, I'm quite happy with the result! It certainly needs some balancing and a couple other things, but it's a fun toy. I think future development would focus on expanding the cantrip harmony/discord mechanic, which I find pretty interesting. I can also see giving the alchemist more of a character and a means for other mechanics. I think the fun is really in finding a group of cantrips that can be cast cyclically for as long as it's efficient to do so.

A preview of some gold explosions:


I already added a post-jam update that fixes an issue from a comment made. It was a minor UI/data desync. Play it here: https://gruebite.itch.io/aurumorium !

Thanks Vedor!  Good luck with yours. :)

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Approaching the halfway point and I'm pretty happy with where the project is at!  It's not quite a game yet, but you can try it out here: https://gruebite.itch.io/aurumorium

And a quick gif of the golem mining some walls

What I've done so far

  • Cave generation with infrequent, but trackable gold
  • Can cast cantrips with some basic effects
  • Core of the UI, including an inventory for cantrips and a forging option (not fully developed)

What I have planned

  • The alchemist, your creator, taxes you increasingly and periodically based on your spent essence
  • A game mode where you're free from taxes
  • Way more cantrips, with several tiers of power
  • Forging random cantrips, even powerful ones early, but they're rare
  • Forge level ups, increasing your chances for powerful cantrips
  • Exploding gold animations and sounds

And I have more, but those will come later!

Heyo, I'm gruebite, and this year I'm making Aurumorium!

Aurumorium is an incremental mining roguelike where you carve your way through walls in an endless cavern. You play as a golem powered by pure avarice (and a philosopher's stone), transmuting walls into gold which you spend on forging evermore destructive cantrips. You're under the command of an alchemist who periodically imposes a tax, both a flat fee and a percentage, on the gold you've collected.

The idea is inspired by one of my favorite dungeon generation techniques: the humble random walk. Early in the game, you'll be slowly carving your way through the cavern, but as you collect powerful cantrips, the golem will be blitzing around, unleashing a cascade of satisfying effects. My plan for cantrips is pretty simple and should accommodate both order and chaos.

Good luck, everyone!

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Well it's over, and that was a bit rough!

I was planning to update this devlog with some cool cellular automata, but with all cellular automata there's a bit of chaos, and I couldn't get it to where I wanted within the 7 days. The main issue was finding that balance between too chaotic and too stable: the B3/S23 ruleset. I do have some ideas for making it work, but they will take some experimentation. Perhaps next year!

So Friday night I made the decision to abandon the idea and scramble to make something with the last couple of days. Thankfully, I did have a pretty cool runner up idea, and so I went with that. I'm quite happy with the result! Here is my 2DRL, "Wall Crawl", an endless flow mining roguelike.

The idea is pretty simple: mine and survive. You are stuck with a bunch of crawlers that rebuild walls that can entomb you. You can seek out and expose the crawlers to collect them, or just avoid them. There's a rune field for activating spells, which can speed up mining and movement.

Play it here: https://gruebite.itch.io/wall-crawl and lemme know what you think!

Congrats everyone! Excited to see what everyone came up with.

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Yo!

I'm gruebite and this year I'll be making Garden Spell. A relaxing automata garden Roguelike. This is a bit experimental, but I'm excited to try it. The gameplay will consist of watching flora grow and propagate while learning spells to influence them. I have a rough picture of how it'll look, but I can't say much more until further along the iterative process. :)

I'll be building off a lot of what I've accumulated with my previous entries (Greedy Rogue, Shadow Dream). I'm starting development tomorrow evening and will post sporadic updates here!

Good luck everyone!

Thanks! Love the suggestion for pointing to the obelisks! I agree with the crystals right now. I've been thinking about ways to improve them, and also tightening the search space.

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Beginning 2nd to last day and I've created the jam page and submitted as a success! Still a bunch to do and right now I've been playtesting and tuning gameplay. Also, unlike last year, I decided to add sounds and music. :) Today I'm planning to continue to playtest and add content. Tomorrow will be all polish before finishing.

For the curious, you can play it here: https://gruebite.itch.io/shadow-dream

Changes

  • Demon behavior is now more dynamic and the system is pretty simple but robust I think.  Still tuning the scaling.
  • Environment interactions, like jumping.
  • Progen more features: paths, flora
  • Spells added a couple more spells
  • Music & sound effects

Gameplay Snippet

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End of day 4 and I'm happy with my progress so far. I have implemented a good chunk of the core gameplay (excluding playtesting), and am at a stage where I can tweak and add things as I'm playtesting. Just gotta be careful of feature creep. :P

Gameplay

The goal of the game is to restore obelisks found across the map. They can only be restored by lumenstones, which there are three randomly strewn across the map.

The main antagonist is shadows, which grow in strength over time. They start out anywhere from harmlessly following you, to minor harassment. With enough time, the harassments will become deadly threats.

To fight shadows, you will need mana and spells, which can be found and collected around the map. Emitting a glow allows you to see shadows, but it drains mana each turn. Spells can be learned from totems.

Progress

  • Character stats Life, mana, lumenstones, crystals.
  • World generation Flora, lumenstones, shrines (locations), totems, and obelisks. Some more work is needed here.
  • Win/loss Lumenstones can be picked up and returned, and you can die.
  • Shadows Early shadow behavior and growth. Needs lots of playtesting.
  • Spells Casting spells, learning spells, and forgetting spells. Also damage and mobility spells. Some spells with the same name can have varying behavior and efficiency.
  • Totems Activating totems, and channeling spells.

Lazers

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Hey all! This year I'm working on Shadow Dream, a survival Roguelike. The premise is you're a shaman entering a fading Dreamworld engulfed by shadows.  Your goal is to find Lumenstones and return them to where they belong.

Gameplay will revolve around light, exploring, managing mana, and achieving your goal before the shadows overwhelm you.

This is about the end of day 2 for me and I've implemented basic world generation, FOV, mana, and acquiring Lumenstones. I'm piggybacking off the style and architecture of Greedy Rogue, which I liked and worked quickly with. :)


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I've completely moved over to Godot for most of my game development, so I'll be using that.  In the past I used C, Love2D, or Pico8.

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Hey all.  I am a programmer and game designer.  I use Godot, but have experience in others (Unity, MonoGame, Love2D, etc).  I primarily work with 2D and enjoy working with systemic/mechanical driven games.  Looking for an artist and/or composer.  Lemme know if you're interested and good luck everyone!

Yep.  It's a small Roguelike toolkit.  It comes with a node to manage turn-based actions and animations.  If you're curious about the dungeon generation, check out the `walker.gd` script in `rlgd`.  I use a specialized random walk where I can carve arbitrary patterns and ensure connectedness by keeping track of key points: edges, open areas, tagged tiles, etc.  `systems/generator_system.gd` utilizes this in a large function, haha.

Here it is: https://github.com/gruebite/GreedyRogue

Thanks, TigerJ!  I look forward to watching. :)

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Hey all.  Just under 20 hours left on the project and have set up an itch page.  There have been quite a lot of changes and polish, and still more to do, but it's in a fairly playable state I think.  Some high level changes: 

  • Added level transitions and 2 more chambers to go through, each with a different layout and different enemies.
  • Added 6 more artifacts and improved the existing ones.
  • Added 1 more elemental.
  • Added more interactions in the environment, improved the existing ones.
  • Made UI and quality of life improves.  Artifacts that don't charge, don't have a charge bar.  Artifacts that don't level, don't have a level.
  • Minor tweaks and balancing.

Here's the link! https://gruebite.itch.io/greedy-rogue

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Approaching day 5.  I have spent a lot of time keeping systems organized by following an implement / refactor cycle.  Here are the list of changes since the last update:

  • Refactored the interacting systems into a something much more extendable.
  • Implemented three additional denizens of the lair, excluding the dragonlings.  There's one I'm particularly fond of.
  • Improved general UI flow and consistencies.
  • Added 19 unique artifacts.
  • Improved feedback by adding effects to certain actions and events

Here's a brief snippet of game play using a power bracelet to remove fire by throwing a rock.


Thanks :)

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Just over day 3.  A large part of day 2 was spent making the systems more robust to expand, so there wasn't too much to show.  Here's a list of changes over the past 2 days:

  • Built a system of interacting components: objects on the ground trigger pitfalls, fire destroys certain materials, things can interact with others selectively like a dragon can topple a stalagmite, rocks can put out fire, etc.
  • Added simple animations, mostly particles and flashing.
  • Added bumping combat.
  • Fleshed out dragonling AI a bit.  They sleep and breath fire, etc.
  • Added simple escape/death screens and death handling.
  • Began adding an artifact item system.  Can choose from random artifacts and upgrade existing ones.

Some screenshots and gifs:

Finding an artifact:

Using jumping boots to cross a lava river:

Fire and dragons:



Nearing the end of day 1 and I've made pretty good progress.  Here's a list:

  • Basic dragon lair generation.  It has an open center, lava rivers, lava pools, gold piles, and rocks.
  • Static and dynamic light.  Lava emits static light after generating the lair, the player and dragonlings emit dynamic light.
  • Turn system.  Very basic, you move, others move.
  • Basic stats.  Health and anxiety can delete you (nothing else happens).  Anxiety steadily increases, health goes down when walking over lava.
  • Gold pickup.  Restores anxiety.
  • Wandering dragonlings.  Right now they just emit a small amount of light and walk randomly.
  • Rocks and bumping mechanics.  You can push rocks over lava to fill it in.

Here's a few screenshots:


...


Building a bridge of rocks.
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Hey all.  I'm gruebite and this is my 7DRL entry: GreedyRogue (loosely inspired by the BSD game "Greed").  This year I'm going for a more traditional idea: cavern, dragons, treasure, escape.   I'll post the bigger progress updates here.  Anyway, here is the idea:

Story

You play as a Rogue looting treasure from a Dragon's Lair under a volcano. You've picked a time when the Dragon is out terrorizing the local village. Unfortunately you didn't anticipate there being Dragonlings. But you're greedy and anxious, and continue anyway.

Mechanics

Play centers around managing the Rogue's health and anxiety in a dynamic environmentAnxiety is constantly increasing, and must be managed by collecting the limited treasure throughout the lair.  Health can be lost in traditional ways, and is difficult to recover.  The goal is to collect as much treasure as you can, and book it for the exit.

The lair itself is dark, and there will be some light play.  Lava rivers and pools provide light, as well as dragonlings, and your candle.  Objects close to light can be seen, objects farther outside the radius will be vaguely recognizable.  The lair is also dynamic:  Stalagmites you can push to kill dragonlings, or create bridges over lava;  Boulders to push;  Earthquakes creating falling hazards, closing and opening chasms.

Dragonlings will initially be asleep, but more will wake up the more treasure is collected.  Dragons move randomly, breathing fire (which melts treasure), and will pursue you if they see you.

This is a very rough mock-up of the lair:

Good luck to everyone!

Thanks!

Thanks!

Thanks!

Thanks!

Thanks, Wombat! :)

Thanks!  And yeah, unfortunately I did not have time for sound.  I guess vacuum of space? :P

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Yeah.  Since some plants are larger than others, I enforced a spacing limit.  I added a section in the tips, but an in-game indication would be preferable for sure.  Thanks for bringing this up! :)

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Day 2

I skipped a day 1 update since I spent a majority of it on infrastructure stuff. Since then I've added a hex grid that is populated with sprites based on contents. Oak trees, which have some code for growing procedurally, A druid that can perform contextual actions based on selections, including shape-shift (twitter link). And a bunch of custom UI code for displaying ASCII.

Here is a screenshot so far:


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The project for this year is a little more ambitious, but this time I don't have work to distract me! I will be working with @jestbubbles, who will be doing sound and music. Sow is a top-down base building Roguelike where you play as a dryad growing a forest in a large hostile and arid environment.  You will defend the trees from black slimes, and ensure the trees are well watered and generally happy. As a dryad, you can transform into a pig to smell for random features and hidden objects in the desert, you will also smell for truffles under the trees you grow, which will be allies in combat and tree growing. The art style is inspired by ASCII based Roguelikes but taken into a continuous space. I drew a mock-up to get a sense of the style and I am pretty happy with it!

Good luck everyone!

Cute game. The magic system looked interesting, it's a bummer it didn't make it in!