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joeyismusic

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A member registered May 08, 2025 · View creator page →

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Thanks for giving it a try, this is an incomplete entry unfortunately - I ran out of time.

This is sick, what engine did you use to create it?

All this and more has been fixed and improved since submission but according to the rules - the work had to be done within the timeframe of the jam. It’s unfortunate that I could not complete my vision in time and this is basically an incomplete (although somewhat working) submission. Thanks for playing! I certainly had fun getting my feet wet and participating. 

yes! Fantasy is here!!!

oh well. I bought every pack anyway. 

Welcome back, keep going!

Would love to use Oryx Design Labs roguelike sprites for my project! But the discount code isn't working anymore.

Joined the discord and haven't heard much! Still trying to remain hopeful that you can continue work on this!

Yes, definitely conceal most of the map unless it's been visited.

(1 edit)

I'm following a Unity tutorial right now and have made significant progress, but I will probably pivot back to my main JS project after completing what I've learned here.

 

Congratulations on this achievement, it is monumental. I'd love to see additional animations - and I know the workload for those is immense. So I just wanted to drop a comment to inspire you to keep going and to tell you that you are appreciated and your work is amazing.

Since the rules don't really discuss what type of combat is required, I'd say you're free to implement whatever makes sense for the game you want to create. But, that said, I'd aim more towards the idea that this game jam is leaning in the "traditional roguelike" direction. The host of the jam even embeds an animated example of gameplay which really exemplifies what a desired game submission might look like.

I am interested in the idea of adhering somewhat strictly to the concept of a traditional roguelike simply because I've actually never built one. I find it to be an interesting challenge to take on and to do something I would not do otherwise. 

I wanted to just recommend a step by step tutorial for creating a traditional roguelike that I truly believe anyone with a computer and a tiny bit of interest in game development can get started with their creation for this game jam. I'm simply recommending it because it has helped me out a lot with getting into the genre.

Check out the Broughlike Tutorial by Jeremiah Reid: https://nluqo.github.io/broughlike-tutorial/index.html

You can play the finished game here: https://nluqo.github.io/broughlike-tutorial/completed/stage8/index.html

Anyone with a computer, text editor, and basic image editor can create a completely finished traditional roguelike from scratch with no dependencies, libraries, or other tools. 

Best of luck to everyone in the game jam! 

I think it's well agreed upon that 3D does not fall under traditional roguelike standards. However, as the main page states:

You are challenged to create a game that features gameplay that is:
Turn-based, focusing on strategic thinking over quick reflexes.
Run-based, with no meta-progression (the player loses all tangible progress after each run).
Subject to  permanent consequences (the player cannot freely roll back mistakes).
Impacted by Procedural Content Generation in a meaningful way.
Focused on the development of A character, or a party of characters (no abstract puzzle or "god" games).

So that leads me to believe 3D is welcome? But probably wouldn't earn any brownie points from people "expecting" a traditional roguelike...

The theme is whatever you want if it follows the above.

Waiting for your return! Hope all is well...

Wait... you just started on this? Wow! What is the best way to support you?

all the requirements and direction is on this page https://itch.io/jam/roguetemples-fortnight

the good news is that you can pretty much use any theme as long as you design the game within the confines of a traditional roguelike 

I am hoping to have a better update in October where I can improve some of the features. Thanks for the feedback!

Awesome! Great job and thank you!

I prefer LDTK Map editor (rule tiles) for JavaScript projects and Unity for C# projects. Unity map editor is sufficient enough to not need import. 

autotile compatible walls. 

Yes! More of this!

Please keep working on this series, it is absolutely inspiring and unique to the rest of the market!

Please keep working on this ^_^

Interesting feature requests, I might be able to make some updates soon and get those working for you.

It will be awesome if you can provide LDTK rule tiles too. I'm finding LDTK to actually be a lot better than Tiled these days.

Really great work on this. I see animations in the background of the itch page but not in the pack. How can we obtain those?

nice work, keep it going!

Will All Access users get this?

Love this so much. I'm hoping to create a game in this style eventually!

Game is fun and gameplay is easy and intuitive. Greab job, hope to spend more time playing this one in the future.

Loving the game concept, game play is fun and graphics / polish look great! Keep up the awesome work.

How's development going?

🎮 Why are 2D tilemaps still a pain in 2025?

If you’ve ever tried building a top-down 2D game, you know the struggle:

Auto-tiling half works, terrain transitions multiply like chaos, y-sorting makes your head spin, and layering turns into spaghetti faster than you can say “debug.”

This devlog dives deep into why these problems still plague us, despite decades of tools like Tiled, LDtk, Unity, and countless custom solutions. From missing standards in tilesets, confusing naming schemes, broken animation workflows, to editors that just don’t “get” runtime needs… it’s all there.

🧠 Thoughtful, honest, and painfully relatable for game devs dealing with:

  • Map editors that make your life complicated with simple ideas (ever tried to recreate a mockup from scratch?)
  • Shadow + layering chaos - isn't there an easier way?
  • Pathfinding vs. reality - Try this one over a network :D
  • Runtime mutations and multiplayer headaches - can you convert an LDTK level to a diff-only serialized world state in less than 1kb?
  • And the eternal war on artist asset formats 😅

This isn’t just a rant, it’s a breakdown of what’s still broken, and a quiet call for better tooling and collaboration between artists and devs.

📚 Read it here:

https://itch.io/blog/968185/-why-top-down-2d-tilemaps-are-still-a-pain-in-2025

💬 Let’s hear your tilemap horror stories. What broke your brain the most?

I'm just now getting back into game development after a long break. This is the exact kind of game I want to make right now to get into the swing of things. Is this procedurally generated? I ask because the decorations are well placed and it makes me wonder exactly how you did that?

Hey, having a few issues here with lining up a few elements on the tileset.

The dock pillars are favored either to the left or right side. So they only line up with the end of a dock, and not the centered support pillars.

As you can see below, in your mock up, there are pillar heads that line up perfectly with end of dock and middle of dock. But the tileset only has left or right biased pillar heads. And they don't align with centered support pillars.

Great job with this! The polish is evident. The map skills could use some work. The game play, controls, and battle action is quite good and fun!

Everything you create is so sick. Any chance you'll release an items set someday?

Looking super sick! Great work!

Holy cow, this tileset is AMAZING! Great work!