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icecreamsoft

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A member registered Dec 29, 2018 · View creator page →

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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. 

Really well done with the sound design and atmosphere. The little @ symbol chasing the letter k really feels like fighting against monsters in a cave.

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 ^^;;

Day 3~4

* Skill system

* Action History UI

* Level up system

* ranged attack

Currently working on pickup items, and adding different types of rooms

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?

Fun game! Similarly, I had trouble with seeing the bullets (especially on the grass terrain)

Fun game. Once I see more than 2 enemies on the screen, I am toast though : D

Fun little game. Honestly, I have no idea what the best strategy is, but it's oddly satisfying to just click on numbers and hear popping and coin sounds!

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!

Overall, very polished and great design. Kind of reminds me of vvvvvv, in that doing something simple like, getting across the room, is so hard.