Thanks for the reply! In fact, the basic idea is that No. 98-102 is a normal dragon, and then I hope that there is a "Great Dragon" that is stronger than them and has the same body size of 16px, and the strongest "Dragon Lord" is also 16px. This allows them to move around using the same rules of the game (because in classic roguelikes the passage is usually only one grid wide, larger monsters behave weaker). These "stronger dragons" don't have to be miniaturized versions of 111-117 (as you say they're too complicated), they just need to look more powerful than 98-102 (while maintaining a 16px size). I know I'm asking a little too much, and it would be great to think about it. Even if you can just keep it as it is, this pack is good enough!
JustusPan
Creator of
Recent community posts
request: Is it possible to add a normal "dragon lord" monster to this pack, which is the equivalent of Tiamat in terms of boss level, or let it be some kind of variation of tiamat without the 5-color faucet itself. The purpose is to avoid the concept of "tiamat with a five-color dragon head", so as not to be bothered by WotC copyright issues.
I submitted this project at the last second before the deadline! Please forgive me for marking "unfinished" in Creative Vision.
Overall, the theme image reminded me of "God giving life to Adam." The duration of this competition was also perfect for creating a genre I had never attempted in a GameJam: a classic roguelike. The 14-day timeframe is generally more suitable for developing a roguelike compared to 48 hours, so "creating a soul-manipulating profession" became the initial idea. However, it’s a pity that this project can hardly be considered "complete."
I went through a crazy 14 days, learning from scratch what a "classic roguelike" is and the series of concepts that come with it. With the help of various online resources, I barely managed to complete it to its current state. It was an incredibly fun 14 days, and I hope everyone enjoys this jam too.
In the current version, the enemy AI's defensive intent is indeed too strong, and sometimes there are phases where they do nothing(likely a bug). Originally, their logic was assigned to different enemy units, but I eventually merged them into one. To ensure that players can utilize their unique special skill (shield-breaking attack), the enemy's defensive intent is also very strong. This definitely needs improvement. Thank you for playing and for your suggestions!
I'm sorry about the operation; I feel the main issue lies in the "heavy strike" settings. Thank you for your suggestion, and I will optimize it later.
Regarding the theme, the basic idea is to "use every action in the battle process to address the theme." To achieve this, a system called "Battle Mark Cycle" was designed, where each cycle corresponds to a powerful combat skill, such as shield breaking, consecutive slashes, parry counterattacks, etc. During battles, players need to continuously cycle through operations to fulfill different "Battle Mark Cycles" several times to trigger powerful skills. In the final version, the process of cycle accumulation was simplified, allowing each round of operation to have a direct skill effect.
I think current status of level 1-3 is interesting and challenge. This is a typical arcade-mode game, which need well design of each level and CSE did well in level design. It remind me of those classic arcade shooting game.
The shooting mechanism is very interesting and creative. But the control mode of flash shield may need much more polished. It brings too much risk and usually made me feeling frustrated.
I can't wait to see the finished version of this game. Goodjob!
Thanks for you advice! the gold bug has been fixed. And please use mouse click instead of space key to skip.(yes, space will trigger next selection, it's a bug)
Do you think it's a good idea or not to make more contents like other kinds monster/quest/dungeon/different equipments and make it as an complete game?
I'm glad to hear your feedback, thanks!
Sometimes following error will be reported (the index is random):
Invalid get index '124' (on base: 'String').
--------- In Message.gd ----------------------
func _start_showing_characters():
var n = 0
for x in text_node.clean_text.length():
if ! is_message_completed:
text_node.visible_characters += 1
var v = text_node.visible_characters
var letter = text_node.clean_text[v-1] #<---------------------error position

















