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A member registered Jan 21, 2016 · View creator page →

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It must have taken a long time to get all those details right! There's so many content in every scene..

Thanks for playing Rogue vs Evil :-)

It is not planned at the moment, although I do still support an ASCII backend in my codebase (which is shared between Rogue vs Evil and Dungeon Mercenary). Dungeon Mercenary is a difficult game to extend because of the complex runic boost mechanism. For example, having complete descriptions of the effect of runics (and of applying runics) requires a lot of code and maintenance when things change :-( It's one of the reasons you cannot boost items in Rogue vs Evil.

The Warriorlock community · Created a new topic Impressions

Woow impressive visuals! Did you do them yourself ?

I've never played Ultima, but heard lots of good about it.

Nice :-) Any pic of your game ?

I've released the first demo of my second game (after Dungeon Mercenary): Rogue vs Evil which you can try out here: https://hgames.itch.io/rogue-vs-evil It is exclusive to itch!

It is available for Windows, Mac, Linux and is playable in browser.

Rogue vs Evil is a turn by turn dungeon crawling pixelart game where progression is achieved through items and skills (the latter being unavailable in the demo). There is no permadeath, if you lose in a dungeon you will be able to restart from this dungeon (but your progression through this dungeon's levels is lost). Items include weapons, armors, shields, bombs, potions, spells, rings, and keys.

It is inspired by brogue and Sil. From the former I took inspiration from the runic system (the idea that made me wrote games was that I wanted to play a broguelike where runics were more important) while from the latter I took inspiration from the combat mechanics (attack and evasion).

There is no class system, your playstyle will be made through the items you choose to keep and the skills you pick. The inventory is intentionally small, to force choices on you.

The first two dungeons are playable at the moment. Until the full game release (planned June 4th 2019), I will work on adding miniquests to later dungeons; a miniquest being a special room, a lever that activates something, an ally to rescue, etc. I will also work on the controls, I want to add more buttons to the game screen to better fit players that aren't keyboard heavy.

Thanks for reading and I hope you will enjoy the game. Any comment and/or feedback and/or roasting will be appreciated!

Love to all roguelike players ♥

Do you know what ? I was planning to release my next game in June 2019 and thought back on your comment. It pumped me up to release a demo version much before, because well, the game is entirely playable already; coming soon to itch!

Thanks Hectic. There is no stealth aspect for the player, solely the distance of your vision may vary - as you've seen - and this distance is used for throwing stuff and casting some spells, so the longer the better (no pun intended :-). The only stealth aspect is that, if a goblin ninja attacks you - while not being revealed yet - he'll hit automatically.

Glad to hear it, thanks for the support :-)

In that set, there's less autotiling, there are just 2 different walls (as to whether there's a wall to the south or not); so my code supports the two versions. I don't intend to make autotiling as complex as in the more detailed tileset.
Good catch :-) The pixelart version of the game will be a different game, because it won't be a single dungeon and some of the game core mechanics have changed (melee/ranged attacks hit system). The new system is easier to understand and easier to present, so that it is easier for me to internationalize the game. Previously it was impossible (because there were a lot of walls of texts).

It's unclear whether my next game will support ASCII rendering (keyboard character graphics) as I'm focusing on the tiles display. But there are a ton of games with ASCII graphics (akin "roguelike"), for example check out brogue: https://sites.google.com/site/broguegame/ or Sil: http://www.amirrorclear.net/flowers/game/sil/ They do not require expensive hardware nor disk space! And they are really awesome games (check out "cataclysm DDA" too for a zombie setting).

This is an excellent idea! I'm working on my next game where there will be a tree of skills (as in Diablo 2 for example) and this makes sense in the list of skills. Or else for long I've been thinking of "domination" spell that lets the player try to turn wounded enemies into allies, and the dragonist could have a bonus when using it on dragons.. Thanks for the suggestion :-)

And done!


Hi again Sheriour, thanks for commenting! Yes I've thought about it and will change the background at least for allies. I'm unsure about the color. I'll either go for blue or green for the allies (likely blue, because green is temporarily used to color the bar when you drink a life potion). For the player, I don't know yet. Maybe being always at the top suffices to make it clearer ?

I agree it would open up many possibilities! Because of how the game is coded, it wouldn't be possible to add monsters or items, it would only be possible to modify the existing ones; but that would be nice already. It'd also require extra work to be able to load those maps from the game (such as a menu to load a list of maps, to do kind of a campaign), but nothing difficult.

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Actually there are 3 hardcoded maps that are simply loaded from text files:

There is no way to plug other maps right now but it wouldn't be too much work.

And I guess there are open source maps editors to which I could plug too, it's just hasn't been high on my priority list :-(

Thanks for you opinion. I'll soon post screenshots of the "what you see bar" being vertical and on the right, where there's less space to display the monsters' names, so I'll see. It can be an option to turn them ON or OFF since it is easy to do.

Yes the point was that you could click on the UI even on a phone. The game is Android compatible. Even though I haven't tested in almost 2 years on a phone, I've made sure it stayed compatible.

Thanks for the translation offer :-) It is noted!

Regarding the text, I believe "increase by" and "increase to" have different meanings; I use "increase by" to denote that the existing amount is increased by some additive value; whereas "increase to" would denote the total right away. I mean: 5 increased by 10 is 15, which corresponds to "increased to 15". Or did you mean that I meant "increased to" in the text ?

Interesting! I plan to put this "what you see bar" vertically afterwards, to the screen's right; that is why I removed enemy names: when it will be vertical, width will be reduced. Do you come from an "ASCII" roguelike community ? I wonder if more "classical" gamers would like to keep the text too.

You can find my email address on my twitter description (on the left): https://twitter.com/hgamesdev

Cool, you can put it on itch; but I would recommend a more friendly place for first timers: GameJolt. I had much more feedback on GameJolt, because I think it's more friendly towards "real indie" games like ours. There are so many games on itch.io that the competition is fierce.

I'll happily add you to my list of betatesters if you provide me an email.

Hey cool, do you have a link to your game ?

I don't want to mix images (some from my pixel artist, some from opengamearg.org), because most players would complain the graphics are inconsistent. There's momentum with each release and I don't want to ship a half-baked game.

Regarding mixing letters and graphics, the two backends are distinct; I can't mix both. The letters aren't graphics: I really am drawing text using a bitmap font; so the code differs from drawing graphics.

If you want to have access to early builds, I can add you to my list of betatesters, to which I usually ship versions one month or more before an upcoming release. Would that suit you ?

Health is especially overpowered because health is the scarcest resource, but I believe spells in general are overpowered; because you can always flee from enemies to rejuvenate offensive spells, or wait/flee to boost your allies (protection).

1. I made this game because I wanted to play such a game :-)

2. I'm using Java as the programming language with libgdx as the graphics library and a number of my own libraries. libgdx is plain awesome for an experienced developer like me.

3. I'm doing this game on my free time but I'm a professional developer!

4.  This is very kind of you but I'm not looking for development support. I'm looking for support 1/ for translations (besides German, Italian, and French; for which I have translators already) 2/ maybe for pixelart in the near future, and 3/ for advertisement (but you did a lot commenting here already ;-)

1. Yes wielding two weapons means you deal damage from both weapons.

2. Speed is the speed with which you and the monsters take turns. Most monsters have the same speed as you, which means it is alternatively your turn to do an action and then the monsters' turn. When slowed down, you're at half speed meaning you play a turn every two monsters' turn. Note that this is a simplistic explanation, the game uses a scheduler; which means any kind of interleaving is possible, but this is what happens most of the time.

3. Yes parry and shield stack.

4. Both parry and shields are modifiers to contact hit probability (although shields also modify ranged hit probability), i.e. they decrease likeliness of being hit.

1. OK I'm not sure what to do on this topic

2.1 Yes after an evening of thinking about this topic, I think the best solution is to add a mana bar and mana potions. The full bar would allow to cast 3~4 spells, the potion would refill the bar, and I could had mana rings that make the bar larger (say +1 spell per ring level). I think spells being overpowered is the biggest issue of the game right now, so I should do something about it for the next version.

2.3 I guess I would count 'z' turns as well as turns where you walk on cells already seen before (or something like that), so that you can't trick the game into not spawning monsters by walking around instead of waiting.

3. Yes I intend to do a different game with the pixels backend where there would be missions, and some missions would still have more than one depth; exactly as you suggest. But I need more art for that :-) I only have the terrain, items and monsters so far (no village, no tavern inside, nothing else).

4. OK I will look into it.

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Sorry I must have missed your post. I'm sorry but I can't upload the graphics version yet. As I said, I don't have the sprites for all monsters, so many late depths monsters would look the same and I believe it makes the game unplayable.

If I had multiple save files, I would directly allow to name the file; it's not that much more work than having 3~ slots.

Looks like you understood the game very well :-) Kudos to you.

Indeed health is the most valuable resource, that is why the health spell is vital.

I think your run is typical of how one should win the game (another kinda easy way to do is to use a vampirism weapon) and that why I think I should make waiting less powerful, and also going back to earlier depths should be made impossible or difficult; otherwise it's too easy to grasp early rewards while being in the last depths. To make waiting less powerful, I could spawn monsters when you wait too much; or I could tie spell rejuvenation to monster-killing instead of time-passing. Or I could turn spells into consumables, once you've used a spell once or more; it disappears. Or I could make the depths not connected, i.e. like different missions instead of a full dungeon. What do you think ?

Regarding paralysis, could it be possible that you were slowed down while it seems paralysis wasn't lasting enough ? If you're paralysed, you do not witness some of the monsters' turns.

Regarding protection, I don't think there's a bug; but because protection stacks; every-time you cast it, your total health increases which means the next casting will make the orange bar grow a bit less.

On a final note, I'm glad you used quite a few different items and spells to do your winning run. This shows that many items have a distinct purpose :-)

Most monster states are also player states: infuriated works as if the monster had drunk a potion of fury, slowness works as if you had cast it on a monster. I feel like that there is so much in the descriptions already that I had thought this did not deserve a mention :-/

Hehe congrats! I'll check the blue baby dragons. Lighting has a wide range of damage (I mean it can do very little damage on a bad roll and a lot of damage on a good roll), you've suffered for sure good rolls. Nevertheless you're right, I should tune them down. Impressive kill list by the way :-) What build did you use ? Mostly spells ? Mostly melee ?

Because damage is never reduced below 1. In other words, if you were supposed to take some damage, you'll always at least suffer 1 damage.

Unfortunately the ascii and pixels backends are distint in my code, so for example I cannot use the ascii animations with the rest of the pixels backend. As of now, the animations are just not there at all.. Also I did release in a partly-done state, I bet players would complain that some stuff is not there or incomplete. So it's a tradeoff between polished content and frequent updates :-(

Also at the moment, I miss quite a few sprites for monsters in the pixels backend. I need to negotiate with my pixels artist to do them before being able to release anything with the pixels backend (I mean: otherwise some different monsters would have the same sprite, urgh..)..

Those are all good suggestions. I would have thought that 3. was there already ;-) At first I didn't want to overwhelm players with not-necessary numbers, that is why I had omitted health points; but I believe it is disturbing some players.

Unfortunately there is no way to have more than 1 save with the UI, because it required to handle user input (to name the savefile..) and it didn't yet reach the top of my priority list.

If you want to do it manually though, you can move the file  our_home_directory/.hgames/dm/save0 somewhere and restore it later on. Once this file is moved, restarting the game will change the main menu entry (Continue or New Game). Hope this helps!

Red walls are torches, but as you noted; it isn't explained anywhere ;-) It slightly changes the nearby lighting though.

Unfortunately I don't have the manpower to release very often, but I'll try to speed things up a bit :-)

Regarding the graphic, this looks ready but things from the ascii version are still missing, for example animations of potions being thrown and ranged attacks. I'd also like to try a simpler item system: the "most items are boostable with all runics" pattern is difficult to grasp and hard to balance.

I've added some random tainting to the walls, do you like it ?

Before: 

After: 

Hehe I'd love too if I had free time available.. I hope your release will go as planned!

Good luck to you, it seems you have impressive content so far! And congrats on using libgdx ;-)

Indeed, thanks for pointing it out! I've corrected the link. It now points to https://hgames.itch.io/dungeon-mercenary/devlog.