Art and atmosphere goes really well together.
Since this is an action battle, a bit more feedback would be nice (like when you hit an enemy or get hit by an enemy)
Still need to figure out what the different guns/items do, but overall fun gameplay.
Postmortem
After done developing, finally got to test / play my game properly.
Finding some bugs here and there which I guess is expected for a game that is rushed through 7 days.
Also noticing the balance is off and needs more tweaking to get it on the sweet spot.
Overall, was a fun experience to learn. I think next chance, I will definitely have to leave the last day for testing and tweaking balance a bit more.
Day 7
- Sound effects
- Music
- Intro, Ending
Submitted game => https://icecreamsoft.itch.io/dungeons-of-the-fallen-realm
Day 5~6
pickups (potions, food, money) - DONE
item room - DONE
danger room - DONE
reward room - DONE
next floor - DONE
implement skills/spells - DONE
status effects - DONE
store room - DONE
weapon system - DONE
For the most part, I'm done with all the main systems. Working on the last floor (level) and an ending to the game.
Got 1 day left to finish and do some polish (like adding sounds and intro text).
Still a fair amount to do, but I guess I'll have to prioritize before finishing it off tomorrow.
I have no idea if the game is balanced, since I haven't really been able to play it all the way through ^^;;
First attempt at 7DRL.
Using C, RayLib, and emscripten to build a web version of the game.
Goals:
- building a complete rougelike game
- since this is my first attemp,y I'm probably just going to stick with the basics of a dungeon crawler => battle enemies go down a dungeon to reach the bottom floor
- rather than a sophisticated item/weapon system, I think I'm going to try a skill-based system => you learn new skills and level up skills to gain stronger stats and add more variation to combat
Day 1~2
Spent most of the time setting up basics like:
* basic movement
* basic stats
* basic enemies
* basic melee attack
* working on a basic skill system
Hello, hobby developer looking for project/team to join and help out. Working mainly with 2D game frameworks (pixel art games, visual novels, etc) - but willing to learn new things.
I would prefer:
- Small core team size (like 2~3 people)
- Good communication
- Self-driven, passionate
- Long term partnership (if we work well together)
Things, I probably cannot do:
- Full 3D games
- Horror / Gore genre
A plus:
- Story-driven games
- Japanese / Korean language?
Thanks for the feedback!
Yeah, the strategy portion is always a hard thing to tune. Especially with a limited time frame, like a gamejam environment. I think it may need more practice to get a better feel of balancing.
Regarding some explanation of why you are losing abilities - the game is essentially an RPG played out-of-order in terms of storyline. As a result, you gain upgrades when the storyline time moves forward, but you are essentially losing upgrades when the story progresses backwards. (Like, if you choose to upgrade X ability in chapter 9, you no longer will have that ability for the previous chapters)
Obviously, I need to work on a bit more on explaining it better in the game though.
Yeah, so it looks like I needed to spend more time adding more explanations about that in the game. But yes, it is intentional, the game basically alternates between 2 timelines, one starting from the last chapter moving backwards, and the other starting from the first chapter moving forward. Eventually the end of the game is actually the middle of the storyline.
I felt the need to experiment with the idea that maybe the middle of the storyline is actually the hardest part in RPGs, since you are not as maxed out towards the end of the game.
But apparently I need to work more on presentation. Thanks for playing and for the valuable feedback!