Oh, thanks for the report! I didn't realize the Android app isn't available anymore.
hellochar
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Hey, glad you enjoyed the format! I'm debating about what to do next with the project in general. You can play this web version on Android and iOS. I'm guessing since you asked about it you've played the Android version? I've been debating doing more work on the Android version (making the gardening more interesting, fixing some gameplay weirdnesses, maybe taking some ideas from this 7drl and applying it, maybe even some metaprogression extraction base building thing). But it's a pretty old app by mobile standards at this point and I'm not sure if I could sustain development. I've also considered porting it to PC and making a Steam release. What do you think?
A very polished experience! Love the dungeon aesthetic, reminded me of watabou's dungeon generator with the hatching. Nice tutorialization, it's good to see a 7drl with that level of detail. I found the gameplay fairly balanced, although I was a bit confused that the enemies could sometimes change color depending on their dice roll?
I thought the number on the dice meant how much damage it was going to do, but then I saw it going down, so maybe it was number of uses? Not sure. Great job on the nuances of deciding how your character moves vs attacks - it felt very intuitive to move my mouse to the top, then down (vs down and to the right). Thank god for the undo button haha. I would've liked if the end turn button was pressed automatically when the combat ended. I also found the reroll vs lock distinction a tiny bit counterintuitive in the UX; I often found myself wanting to click the ones I wanted to reroll (and also remembering to actually click the reroll button lol).
Did the game go past the tutorial? It kept restarting me on the intro level. Regardless, fun game!
Co-op catacombs last year had 'static' levels (I believe they rotated once per day), as well as Rogule as previously mentioned.
This game is not just a pure port. The port is in service of 'planning to turn it into something unique'. The original game had more trad RL elements, whereas this one is an attempt at designing a game where new players can pick it up immediately (minimal friction) but also provides depth for people to keep playing. I could've kept my old codebase and done a Unity web export (would've been much less work), but I felt rewriting it in web tools makes it load/play much faster and avoids the ugly Unity splash screen, which was part of my desired experience. I felt this was an appropriate 'unique experience' in the same way as https://www.gridsagegames.com/blog/2018/03/polybot-7-2018-7drl/ .
Also, I told slashie my plans and didn't get any forewarnings, which I thought meant the idea was acceptable - https://discord.com/channels/205277826788622337/417212831918718992/1476674376672...
Twilight Dungeons originally began because I love DCSS but hate playing it on mobile, so I tried to simplify and pare the game down to work with the mobile form factor. That being said, giving it some thought I agree with you my submission has perhaps deviated too far away from the spirit of 7drl. There's no exploration, or character progression, or even items (this was originally planned, but scrapped around day 5). Regardless, I personally love this jam, have participated for 8+ years, and it's helped me decide that games are a career I'd like to pursue. So I'd love to keep participating, but I understand either way.
Hi, the levels are randomly generated based on the date seed. There are an infinite many number of levels based on the dates. This is a web port of my mobile roguelike Twilight Dungeons with various redesigns and simplifications to add a 'daily run' idea (in line with the rule "You CAN use external libraries, game engines, pre-existing code/algorithms, pre-existing art, etc. You can even start your game from an existing game if you are planning to turn it into something unique."). I believe this format where you replay the same level each date is an interesting format to present procgen-ed levels, and makes it a bit easier to access for the public since it fits how people play mobile games ('bite sized' engagement). As reference, https://rogule.com/ was a submission to the 2022 7drl with the same idea.
If you're curious, here is the source code for the floor generator - https://github.com/hellochar/Twilight-Dungeons/blob/web-port/web/src/generator/F...
Infinite map generation is really impressive for a 7DRL, and this one worked well! I liked the ideas of going between sea and land and accumulating wealth. There some bugs which I'm sure you're aware of. I felt the nice touches of the intro screen/fade in, and the sound were nice.
I felt the maps all started to feel "samey" after a while, and I wished there was some sort of explicit home base that you could orient yourself around. Moving from Point A to Point B stopped being meaningful when I realized there wasn't a real distinction between any of the locations, if that makes sense.
Nice sound and graphics! Very ambitious project to have a multi-agent AI system, a home base and a "looting" loop.
I don't had a numpad so I had to rebind my keys. I messed up left and right and when I went back to the settings the bindings had all reset...
I really want to hold the movement keys to pan the camera, rather than having to tap the key over and over.
At the highest zoom there's some rendering bug where there's seemingly two images at once.
I'm quite confused by the gameplay. I was able to go to the "world map" but my character and my camera seemingly move together? I couldn't figure out how to fight. It also wasn't clear who I was vs the other characters.
Still I was impressed by how much did work overall!
Very cool idea! I love map building games like Carcassonne so it's quite clever to use it and build your own map. The actual dungeoning was a little flat, like you just run into enemies and try to find an item without much strategy. I found like 7 simple "road" tiles in a row and it was a let down. But the idea of laying out your own map is awesome!
Thanks for the thorough response! The game was still fun despite the comments and I could see some strategy and interesting ideas coming out! Like putting my warrior near me could keep me safe at the cost of extra turns for the enemy.
Ah somehow the video has no audio, oops. There was one thing I remember saying, which is that it'd be nice to quickly see the resource collection multipliers for all the unit types at once. You could imagine a matrix where the currencies are the top header, the unit types are rows, and it shows the 1x 1x 3x etc.
Here's a video of my playthrough with some commentary:
Really ambitious project to make multi-unit control/tactics, resource gathering, town leveling, and enemy AI all in one 7drl!
I started to have fun on my 4th or 5th run, but everything before that was dying to random enemies coming from the darkness without warning. Even my final run I died seemingly randomly.
It took me quite a bit to learn the flag system. I'm not sure how much it adds. I wish I could just command my guys where to go.
Your starting vision is quite constrained and it wasn't clear what resources are or how you get them.
The resources spawn randomly so your success feels very determined by whether you get some early production to make an extra scout.
There was a game-breaking UI bug where my moves lagged one turn behind when I clicked it which made me restart.
The verbs like "caravan", "celebrate" were just confusing. I kept forgetting which verb belonged to what type of unit.
wall crawl
* very impressed you did this in two days!
* I think it works well as an endless miner, but I wish I could "win"
* I like the self balancing aspect of "as you get more empty space, enemies automatically carve more tiles"
* confused how to kill the + and x's. is the only way to use a rune? but their body is not positioned at the center?
* It wasn't clear why I died. I guess that the tile I was moving into was about to get crushed?
* I like the mana animation! but it made it hard to see at a glance how much mana I actually had
* I didn't understand how much mana a rune costs. Is it always 1? sometimes it looked like 2
* It took a bit of time to understand what the runes did. I didn't know what the symbols meant, nor that you carve a path to your target. One idea is to temporarily show two of you: one at the original position and one at the current cursor. And as you're moving the cursor, drawing the line automatically. When you hit a symbol, also draw the shape it will carve out
* I wish that the single dot enemies stayed on the map; sometimes they just disappear and the effort to capture them is lost
Here's my playthrough:
Great game!
* tutorial level worked great!
* wish S also worked for jumping X
* great levels, very interesting procgen
* very smart to use the red line to show the direction p's are moving
* didn't notice my health bar for a long time; maybe just put it above the moves?
* thought the red circle thing was "noise" level, not distance to hunter
* the moves felt just right, really sold the feeling of being flitty and outmaneuvering opponents
* wish I could do diagonal jumps off wall!
* Felt the game had a clear singular vision that was executed well!
* 3 levels felt just right
* Now that I know how to play level 1 feels pretty trivial
* nice animation on main screen to signify what the game's about.
* wish doors were colored blue so the objectives (key/exit) were uniquely identified by the green
I recorded my playthrough with don't-wake-my-housemate-quiet-commentary:
Hi there, yes epochs were an experimental feature. The original intent was for you to populate a new tile every epoch. Unfortunately I've stopped development on Mito, so it is left in a "sandbox" state where you can get as many mutation points as you wish. I encourage you to try playing by the original intent, or to find your own rules that make sense for you!
Glad you enjoy the game! Sorry about the bug bug. Mito is no longer being developed but the game is open source at https://github.com/hellochar/mito if you would like to contribute!





