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JSL-Games

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A member registered Dec 29, 2022

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So, my progress has slowed, I expect to get a bunch done over the weekend, but I think I probably won't actually finish. I should be able to have something incomplete but playable, and have music work. But, maybe you should consider looking for someone else, or just not make any music? your choice? 
I got sick last night and so got hardly anything donee. 

If I get the inventory and ranged attacks ffinished up today then II might be able to get back on track but more likely I just get one of those. And I still haven't started on content really. I do have some better map gen I will try out later. But, yeah. I still need like actual enemy variety, much less secondary polish, I have some sound effects, but I would like to stick them on everything and probably won't. Probably won't have time for a main menu screen, maybe not even a death screen. Which is a bit disappointing as I really wanted one.

Still maybe I get all that, but I don't see me having much time to fix or do much based on a friday evening/early saturday test release anyways. before the end of my time on Sunday,

Got the UI integrated a bit ago but forgot to post. Anyways, still need to delete the old mobile/click  buttons. as they aren't needed. Tested the music, options menu, etc. all together too. Got slightly distracted adding mouse based movement early, but I can reuse most of the code fore ranged attacks. So, that's good. and I think the movement options is mobile friendly. Need to test more, but that can wait till after the Jam. since PC is first. (not that I wouldn't love to also have a mobile build hosted on web too for the Jam. also, need to shrink the options button but not the worst issue.  I do want to swap the UI colors, as this one isn't my favorite, it was just the newest one and I didn't want to get stuck on that when I had other functionality to handle. I prefer one with a bit more purple to the dark mode. (Also want to try it out with glyphs/tiles later. but not yet.) I adjusted the tile colors in-between the two. not sure if I want to stick to exactly that brown shade, but it does seem to have roughly the contrast I want. Might pick the closest color from one my palette options I can find. Still can do that tweaking later. I might try making it so the colors in game a tad different at low torch vs. normal torch too, but that isn't essential. so can wait till like last day or so. maybe second to last at soonest.  Still hoping to have a playtest up either end of tommorow or friday. Not sure if I can do it tommorow but it's possible. As I really want it to be out at least a day before I do my big weekend push so I have a whole day to fix issues and expand based on feedback.  I wanted to show you one of the other generators too, but it looks like my spawner isn't playing nice with it so I got to fix that issues. (I didn't notice as I had been testing with a different map generator.) Still was hoping to have everything further than this by now. a lot of this was from yestardays work, as I have been trying to fix the map stuff, Even though I don't want UI Jank, core functionality is a bit more important. hoping to fix those small things tonight too though. the red o and T are placeholder enemies, I have cooler ideas, which are more topical I just haven't put them in yet. the gun isn't fully hooked up to the back end, the ammo is, but I still need to finish up the ranged attack UI extending the move UI. (Which I thought I showed off, but it doesn't want to show in screenshots. It essentially changes the background color of the selected tile then draws a path to it with a simpler effect. (Also adds a border around the selected spot.)  Once that happens, it's just a matter of adding the seperate bullet FX. for that functionality. Then I can probably move into content. or back to polish. 




I sent you a friend request on discord I think, At least to thar username. I didn't see you in the roguelikes discord though? Will send links.

https://www.reddit.com/r/roguelikes/comments/4ufyna/roguelikes_discord_chat_with...

https://discord.gg/tGkzn49G

I like the art style, the paper-esque color palette on ascii is cool. if like the details of what the floor tile is or lighting elements are not a major concern. 
Interface looks sort of mobile-like? 

Oh, sorry about that. I can do that. I am high Tyrol on discord. I will look for  you in the roguelikes discord when I get home from work.

Hmm, ok. Well I do like 8bit style but I wasn't intending on going for that direction. 
I am fine if the orchestra sounds a bit digital though. not the most important element of it for me though. 
I totally understand if you are busy and stuff, I assumed any work on this would probably be in the evenings. 
Just let me know roughly how much you think you can do? or what you are thinking timewise. I should be able to put things in fairly late, but I would prefer not be doing all the music integration work completely last minute or day. But I guess I can always plug in existing free placeholders before that point at least.
I got less done than I hoped today, but At least I got done more yesterday evening so I guess it cancels out. Still annoying. 

Oh, also decided to link a past game project. for the 2021 7drl competition.
(It is a little rough, and I have been slowly working on a redo before this I plan to release sometime soon, but is seperate from this 7DRL)

https://hightyrol.itch.io/raywizard

So, I got started on some UI work. I got a fancy effect on the bullet but don't want to fiddle too much with video. but I got this fake 3d effect when you drag them into the revolver. I plan to replace the torch icon with something better. 
I haven't decided on the exact colors. And I have looked into texture options to apply. But I am thinking roughly of a brown shade for a high torch Ui and a purple ish for low torch. 
I actually iterated through like probably a good 10+ different UI color  palette options. (Plus some layout ideas.) I would love to like get properscreenshots of them all properly annotated and posted in a compact way for like a proper devlog post.
This sort of could be viewed partially like one. even if not quite as punchy as would be ideal for that.

I do want a work on consistency of border color as a minor thing, as earlier I was focused on trying to test out different aspects within the same palette.

I do intend to most likely use the broader palette I use to make the UI, as at least the core starting point for most or even all of the actual ascii/glyph tiles. 

I also have considered whether to make the Ui more direct, or possibly go for a more pixel pattern to it, for a border and background image using these color bases.

I actually have an idea of how to make this work well on mobile too. but, for the sake of time, properly doing that can wait. I did test a bare bones version earlier and it works. So, I can always try to plug back in whatever finished features there are later. Although, Maybe I could add a toggle as a stretch goal. I would rather do more polish and leave it for after the Jam most likely. 
If I go back again I will probably add some more borders. around the revolver and on the overall side panel edge like on the bottom left panel. 
I do have basic working gameplay but I haven't hooked up my gameplay to my UI properly. (I have partially done that though.) It has some stuff that might make cool video clips but not particularly interesting in screenshot, as I haven't gone in and tried to add colors yet based on the UI palettes.

I am prioritizing general aesthetics,  animation, and color type stuff specifically over just going for tiles though for now. I already have movement and basic attack animations which are ascii based I am happy with, although I do want too go in and add some extra visual feedback, like possibly minor lighting FX. 
SFX, briefly flashing on taking damage. damage numbers coming out of enemies or players on hit like a particle, etc. 

Might possibly add simple interpolated bullet animations based on '*' or something? But as I have a basic particle system I aam not usiing too much yet I might throw those into those animations to make them nicer when I get into more of that functionality.
(Or maybe I throw  like sparks onto the UI animation where the bullets are when the gun fires? instead or additionally.) I do have more basic UI animation implemented there, although it's definately a good thing to address again.  

I haven't decided exactly what symbol to use for wall tiles either. Currenntly using # but I am also partial to using special characters to either have a solid block or say a dithered block. lined room edges could be cool, and ascii compliant but is not planned for a 7drl as it has technical challenges right now I would need to tackle. 

Not sure the exact time, but I started a couple hours ago essentially. As I thought I was going to be availible earlier today  but was wrong. Anyways. I got tommorow off from work. So, I should be able to get way more done then. 
If you wanted to get started tonight on music you could? but if you don't feel ready that is fine. or want to do more searching. (Musopen is a great place too find both sheet music and recordings in the public domain for 'classical' stuff I linked earlier.)

I should get 3 total long work days for this.  Tommorow + the last 2 days. (Although for next sunday based on my start time, I can't like keep going to midnight or anything crazy.) If need be I can stay up a bit that saturday if I feel I need to. but I don't want to crunch too much.
And I hope to have all functionality done before I even go into the weekend so I can use it more on like polish or extra content or stuff. Or making changes based on the playtesting. I hope to have something you can test by friday at the latest, ideally maybe more like thursday. (I might have something playable but much less feature complete before then.) 
Also, means that I won't be worrying about the technical parts of uploading last minute or anything.
And then the other 4 days In the middle of the week I probably have 4-5 hours ish of worrk time. So, I should probably be able to get over 40 hours of total work hopefully. Possibly more. (Particularly as I also did like 3-4ish hours today. And might be able to do 10+ on some days, but no guarantee, which might let mee squeeze it out to 48-50?)

Not as much as if I was in college or something still and could pretty much work every day a lot more. but still should be enough to do a lot.
And communication and possibly devlog writing is likely to probably take an hour from most work days. Plus like say making the itch page, making gameplay recordings and nicer screenshots, etc.

When I get a bit more tired, or things aren't doing as well I may weed through more of my music stuff I bookmarked for possible good canidates for adaptation. 
Oh, and if you wanted to say make these music tracks into like assets availible for use generally for a fee or something after the Jam, I wouldn't have any objection there. probably towards the end of tommorow after maybe 6-8+ hours of coding and such.



Here are some earlier UI layouts, Including, a non-3d demo of the draggable Bullet UI.(Had some bugs I have now resolved. which make it a little harder to screenshot.)
 





good build to the song. Seems kind of chill/lo-fi esque seems like it would work decent for a sci-fi roguelike. 

Did you start on the music this early because you were tired but had time and wanted to not code tired? or did you have like a really cool idea and so started on it early? (I guess maybe you could have gotten the core systems ahead of schedule?)

oh, I was thinking more like chamber group scale stuff, if we were actually making stuff. 
Which does allow overlap, as upright base is classic jazz instrument digitally. along with piano.

trumpet and drums isn't that much of an overlap but might be swappable. 

But I am willing to be open too what you want. by 'cheap' do you mean smaller, less complex tracks which would be easier to make more of rather than like maybe having a single song or very small number which are orchestral in scale.

Although, maybe if I found some existing classic brass-heavy works that fit the vibe. (I think I might have bookmarked some.) Then those might be easier to coonvert as the instrumentation would be similar? hard to tell. 
Not that I don't really like big brass bands, but I do think I would prefer smaller stuff.

I will send some graphics shortly. Won't be properly starting till tommorow likely. (Maybe a short video of the UI and/or minimal gameplay too?)
As I am busy with some family stuff today. (I actually originally was planning to start today, as I figured  having two full days at the beginning would make it easier to get started.  But, this way does give me more time for polish, so long as I am careful with the core stuff.

I haven't worked with wwise and it doesn't seem to  work on linux. which disappoints me as learning was something I wanted to do. Fmod does, but I am not ffamiliar with it either.probably wouldn't make sense for something this  small unless it is a focus? could be wrong. It does look like it would be a really cool tool, being able to effectivel define rules to make the music morph has a lot of potential though.

Probably best to  avoid lyrics then it  not usual then. not an essential thing. just a cool idea I had.

Oh, cool. Do you do Lyrics too?  What about Jazz?

I am planning do a do a western horror roguelike set in Lousianna.

Where the main character is like this monster/supernatural hunter/troubleshooter as the family business. Going after his brother who went missing on a Job of his own. And he has a six shooter which shoots special magical bullets with different elements. (Which he can make himself in lore, not actually crafted in gameplay.)

I haven't been able to find much in the way of horror jazz though sadly. I have found some jazz, as well as some horror suited 'classical' from the rough period the game takes place in. originally I was going to do straight jazz, till I realized that the best way I could think of to develop my gameplay naturally lead to a more horror like direction... so I decided to shift the idea.

Although, maybe I need to be looking more at blues, as from my noodling around with blues scales, something might be workable there. 

Even though it meant some of my original musical inspiration no longer fit. (I actually started my design by listening to music and trying to figure out how to make a game which would fit the coolest public domain music I could find.)

Level wise, I am planning on a swamp, a canyon, a mine, and some like ice and fire caves. (Maybe some sort of corrupted undeground area? not sure.)
I have considered making the swamps into more of a fire swamp and cutting the fire caves as distinct thing. but leaning against.
Already have some previous procgen stuff from an earlier project, so that should pretty much be tweaking, content, and enemies stuff mostly to integrate.
But I would be fine even with just one really good music track. (Could possibly take the same lines and swap instruments. if I want different level or context varations.) Or if I need to I can still use existing good public domain stuff for some sections and original for others. (as I think I have enough I could make it work even without any custom music, but I do know that would bring things to the next level.)
But like I could see moving the melody to the zylophone for an ice level. for instance.
Or maybe go more brassy. (or just throw the line on a melodica.) maybe in the mine or fire level? Not sure what would make it swampy. 

For now, I am doing ascii, but like with animations for graphics. Although I do have sprite or other glyph support, so I might look into swapping it out for that. I haven't yet really, Although I did do tests to see if simple graphics would work. I would need to actually narrow down which 1-bit or 2-bit stuff to use.

But a more graphically styled UI. (so not pure text even in ascii version as it's  just using letters as tiles rather than like an actual engine different.)

One idea I particularly liked is I found some recordings of some cool 1910s jazz versions of some cool classical songs. 
Most notably the hall of the mountain king. (Grieg in generally actually has a lot of really cool works. I tried looking into it myself as I am also a musician, but right now trying to make a jazz version of most of his works would be beyond my current ability.)

I can play and improvise on piano either by sheet music or chords, Melodica, sing Baritone(I did choir for a long time both in college and before.), and have a couple other oddball instruments which I doubt we would want though. (like a kazoo and zylophone. I could see maybe zylophone though?) I don't have time to compose something and actually make the game. but if time allows I might be able to take some sheet music, or a chord sheet and take like an afternoon out of the Jam to record some stuff, either straight or improvised around. 

But I found a couple other 'classical' pieces. usually romantic era which I felt like would really fit common roguelike vibes and might translate well. 
(I found a couple with different tempo varations but still clearly more orchestral or chamber.)

I already have a basic music system, and some stuff I can build off of from an older project. (A remake of an older jam game.) which should help a bit depending on how things go. I haven't done anything fancy with interactive music before though. Other than like simpler stuff like having varient versions of things based on context. (Like say dropping or swapping instruments.)

I actually considering using a really cool public domain french song I found which has like amazing vibes for something like this. But when I looked up the lyrics I realized they were a poor fit. (Partially since Cajun french is spoken in Louisiana too.) I actually have a friend who is Cajun, who sadly is too busy right now. As I considered trying to get them to maybe sing a folk song which might be fitting or something. Or work on something as they are also a musician.
Sort of was wobbling about that. as maybe it would be too much, and just sticking to instrumentals would be better.

I have been particularly enamored by some of the compositions of french composer Ernest Chausson recently. both his instrumental and his french vocal stuff.

I thought about using this one, but I looked up the actual words and the meaning doesn't really fit, it's the one I mentioned before. I do absolutely love the vibe of the intro though sort of sounds like a haunting tenderness:
https://musopen.org/music/29178-2-melodies-op-36/

Maybe, we could steal the piano  line of that intro and give it different words as a starting point? not sure. 
Thought it could work as a main menu theme, and maybe at a point in a level? not sure

(I particularly like grave from this link.)
https://musopen.org/music/29096-concerto-for-violin-piano-and-string-quartet-in-...


So, I was originally planning to mostly use some existing public domain music, But it is an area I have thought a lot about but not completely decided. 
I was originally thinking of trying to mostly use public domain Jazz recordings from the 1910s. along with some public domain classical pieces. I actually found some really cool classical pieces which also have jazz pieces, so I actually considered trying to use both the classical and jazz form of things but have been wobbling. As the project idea evolved.

I might not end up needing any though.

I already added a simple music system to one of my earlier test projects built on the tutorial. (An unfinished port/remake of another Jam game of mine from several years back.) So the basic technical part should be there.

I am actually a musician and occasional composer myself. But I doubt I would have time to do much in that way myself with the other stuff. actually writing vocals is pretty hard for me.
But I can sing in baritone with a fairly wide range(Did collegiate choir awhile) if you had a lyric idea.. And I have an old piano, a melodica(Which sounds pretty jazzy, like halfway between a trumpet and a harmonica, essentially 1-handed piano in terms of what it can play.), kazoo, and a cajon drum. So if you had an existing track and some sort of melody or such in music that isn't too complex I wouldn't mind recording something if time allows? Still, I figure just getting a straight digital daw recording would be best if we did do something.

My game idea is essentially a horror western game set in Lousianna. with some Lovecraftian elements.

Has like a swamp level, a big canyon, a mine, and some elemental caves. (ice or fire.) And then maybe like the corrupted cult/monster pit section.
(Already have the map gen for the canyon, caves, and swamps more generally from a previous project, and a clear idea of what to do for the mine and pits. but I do of course have tweaking.)

Game will have a torch system. (possibly day night timer when outside not sure. for earlier levels?)
So I have considered maybe doing a varient off music based on the presence of enemies or changing the track at night.
(So far I have considered just using hall of the mountain king and swapping to a jazz version of the same song when enemies are spotted.)
I found a couple other pieces that worked that way, but most of the others don't quite have the horror vibe.

But as a possible option, I could send you some other existing classical(or technically romantic era) pieces with a good vibe for the type of game I want that I might look into making a jazz version as an option? I looked into trying to learn some of them myself from sheet music more generally, but they were a bit much and I got a bit busy.

A significant part of the original idea came from listening to existing jazz pieces. (Why I originally put it into lousianna.) However when I came up with an amazing idea to pivot it to horror  based on how the gameplay ideas developed.
So, some of it might work, but practically it seems like if I did want too do jazz horror it would probably have to be original because I can't really find existing stuff like that? So I had been thinking I might just use  jazz for only a couple things, and then just go back into some of the really cool, drammatic, and scary classical pieces.

I wouldn't be opposed to more of a horror/western direction musically. since that does sort of fit with the genre.
(Although I felt jazz might be a great fit to the lousianna part.)

Do you have expereince using a DAW/digital audio workstation. Or you most likely record a drum and actual guitar line for the music probably?

I might link to some more existing public domain recordings and sheet music I have considered using if you are interested. Still if someone else is likely to have a cool music setup or a better musical fit, they might need a musician more? 
I actually found one french composer who was actually writing in the era of the west whose works were somewhat popular in lousianna. 
One song set I particularly like is the following three, which are together. Although, considering the insturmentation, I have no idea how it might convert. Might not actually be needed. I actually considered using the "grave" section either as a main menu theme or possible a death or major element theme?
https://musopen.org/music/29096-concerto-for-violin-piano-and-string-quartet-in-...
He has a lot of others that would be well suited to it.

I actually originally started my game design using music as inspiration.
I do already have some pretty cool swampy music I found, which I considered as an alternate direction. but isn't quite jazzy really. But if I end up cutting the jazz element I might use. (Although, I wouldn't be opposed to seeing your take on something.)


Ok, thanks! I think I am going to try using the Apollo palette to start, slightly larger than DB32, Using my drawing tablet.
(46 vs. 32 colors.) but it's well put together too, and has a good range of hues.

I have debated maybe experimenting with a more 'painterly' approach to palette though for something like this. 
Going down to a really small set of colors which correspond to particular paint types. but allowing mixing between them. (Which I guess technically gives a much wider set of colors even if the range is somewhat constrained?)

As practically it would take some sort of custom paint mixing, and then trying to visually match to the palette colors to actually match a hexcode based palette with physical paints.

If I wasn't trying to be as colorful. I have worked with the zorn palette before. But it likely would have a pretty different effect.

If I wanted a stronger blue I could do maybe the Reily Palette.

(or maybe go for a palette with no black that uses blue-red mixes for near blacks?) 

Although, for effective usage as tiles I might end up just having to effectively build my own broader palette out of a small number of source  colors anyways. (to get the actual digital form?)

And the question of how many in-between mixes I use is significant.

In my digital experimentation, one thing I have noticed makes things pop more is to use two similar or adjacent colors. putting one below the other and leaving some textural holes in the top one to imply some degree of shading. not sure how well that would work with 32 colors. But to an extent batching colors like that might allow me to reduce the total number of tiles and get a bit more depth to an extent. it does basically reduce each color into 3 lightness levels though. 
It does noticeably have some cases where a color fulfills a role across multiple ramps to be more efficient. 
It only really makes since for larger block colors, any line work is going to want most of them.  Or at least all the very light and dark colors.

Dawnbringer 32 is pretty brown and yellow heavy. most colors have 4-7 slots. (A few if counted sparingly are only like 3.)
and like 9-10 browns. depending on how you count. (you could throw some on a seperate yellow ramp though.)


As if I actually painted them out on canvas(Or more likely tiny wood panels. As they tend to be thinner? Probably would go for something like 12x12 inches or maybe 6x6 inches.(for the actual tiles but maybe do like 4 per panel? which might go as small as 3x3?))  doing 4 per panel might make digitization and being cohesive easier, But would make them less useful as actual physical tools?

I guess I could get one of those cheap packs of 3 in or 1 inch canvases. But I suspect it would be hard to do much other than a solid block or really thin line work that small. 

Not sure if I will or not. (Might have a cool element where I could assemble them somehow to make bigger works temporarily.) 

Only issue is that I wouldn't really be able to apply the layers unless I baked them into a tile? 

Unless maybe there is a medium/ground which is both durable and allows some degree of transparency? Would need a mounting setup probably then? 

Like some forms of paper are transparent? I could also  cut out a form? Maybe using something like cardboard or similar. If I wanted to apply a curved line as a separate piece? 

But how to effectively mount it without damaging the underlying tile and being removable would be important?

I guess maybe I could make the paint extra thick, and throw some sort of protective thing on it and stack vertically? 

So rather than hanging you place it on a small table and stack the other pieces? (Would probably guarantee some damage though?)

Maybe I could use foam on the back of the pieces to give them more thickness and potentially reduce the damage they might do?

Oh, maybe if I wanted to get fancy I could use magnets? 

Lot's of possibilities, want to start with something simpler though. 

I am currently working with a digital painting program for convenience, but maybe I could pull out my actual oil paints I have? so long as I could figure out how to effectively digitize them without having the filesize explode.

I am sort of curious how  you decided which tile size to go with.

Another idea I have considered is applying the same basic pattern at multiple resolutions, to allow fitting characters composed of multiple squares into a larger whole.
(perhaps 200x200 vs. 100x100.) Although, from some of my experiments, some of the simpler larger blocks still look pretty good at 50x50. A lot of the patterns stop feeling painterly there unless the fill an entire  square. (Even like a right triangle with short sides at 50 sort of is a bit too small for a lot of them to work.)

Part of that is most of the painterly brushes I found only really have texture if at least 20-25 pixels in size, which makes sense.

So practically, using a larger one as a base and just going bigger makes sense 
But at 1080p 100 pixel tiles are already around 1/10th the screen.
Although, if they have 4k? then a similar ratio could be retained. with 200x200 tiles.
1/7-8 is probably the lowest I would want for gameplay purposes assuming no 'tall walls' or platformer like levels.

1080/8 gives about a maximum of 135 pixels.
I guess I could try looking at 67 or 68 pixels as a base? Which would let me double to about that size? Maybe the extra 18 pixels would be enough to make patterns feel nice.
(Or could make it 64 if I wanted to be a nice multiple of  common pixel art sizes.) But 14 extra pixels might not be enough? (I guess I might be able to fit 3 thicker textured lines. so presumably less textured hatching patterns would still work. If each is a about 20, Maybe I could fit 5 thinner lines with a good looking spacing and variation? 

I sort of realized why you probably but 20 pixels of bleed. as that let's you draw lines along tile edges which display over the edge of both tiles if they are spaced 100 appart, so have that much overlap. 

I know I kind of wrote a lot, sorry if it's too much. just excited.

that makes sense.
This is such a cool idea.
If you can remap colors, then to an extent the programming logic, and art time can be spent making a larger variety of textures, rather than say repainting the same shape in a bunch of different tones.

Part of me wonders how feasible it would be to use  something like this in a procedurally generated level. Or if it would basically mandate hand-done ones? 
Regardless the tile placement really would need to work in at least 3-5 layers. Unless you want it to explode outwards in terms of  predifined files. As most spaces are going to have at least 2 blocks of colors. and then possibly a line and a pattern on top. (Or multiple.)
And if you want things to feel connected then you need to have that encoded somewhere. Almost seems like it's full potential might require something like waveform collapse

I am thinking about making my own paint tileset using a different set of colors. (And likely particular and likely unique brush types.) 
Maybe a different tile size? unsure?

Still wanted to check in since the idea was derivative even if I don't plan to modify any of the actual assets/tiles you made.
I have also been considering using paint tiles like this as 3d textures maybe? using something like Crocotile3d? 

I would usually do that directly in engine. Most rogueliky engines are specifically designed to do glyph based recoloring. That generally assumes just a foreground and background color but can be workable with more than that, or forms of gradient based color sets. 
Remapping 2-bit gameboy style assets to other colors is fairly easy. 

And I have done that too.

Maybe the white or neutral color based approach would be better if it works well. As then you could possibly try tinting it? (Although in my experience tint based color swaps tend to look a lot worse than an indexing based approach.) 
Although tinting a gradient/greyscale piece can work fairly well.
You can swap colors using indexing decently easy. (Or if you want to get fancy you can use something like a posturize filter.)

thanks! Might check it out. I am unfortunately not familiar with rust, otherwise I might try to work on some further derivative development of this. 

It is mentioned as being MIT licensed? How do I access and view the source code?

looks Cool!

amazing game! I think Risi was the hardest level. Although, Dyngja was pretty frustrating too.

It's been awhile since I last played this. It is kind of interesting that you found it mostly tedious though. I can see how it might eventually get a bit time consuming if you played for awhile. I kind of found defending the camp to be fun though.  Trenches are pretty cool too. Although, I mostly play foxhole for trench stuff now.

I honestly had mostly forgotten about this game, but had fun when I played the demo from 2ish years ago. 

But, I am trying it out again.  The concept and basic gameplay is pretty fun. So, I am looking forward to seeing the progress that has been made.