Can confirm that my son was able to beat this game. I however cannot :)
Keep Flying Games
Creator of
Recent community posts
Of the 30 or so games I played, this one was the one I spent the most time on, and really enjoyed the experience. I appreciate the menu-based controls too, once you turn them on.
I feel confident I can usually survive the wilderness now and get to at least a few levels deep, and I know there is some secrets to the depths I haven't figured out. The deepest I got was level 8 or so, killed by a ghost because I ran out of mana.
I really like this one! I beat it once the intended way and almost twice by rushing the boss, but I made a mistake at the end. Could use some balancing. Please make it so you can move when building with the mouse lol, even if just adding WASD keys for that. I had one crash to desktop that caused me to restart.
Adding a time element may help, say waves of reinforcements from the castle, otherwise I just sit and amass resources and spam turrets. I'm convinced that you can beat the game with just spamming the first chomper turret. Adding enemy resistances could fix that.
I played the 0.0.2 version and it is much improved! Highlighting the enemies is a big improvement and the game did need more spells, and seeking out spellbooks adds some interest.
The combat isn't very interesting yet though, and other than targeting trash that I know I need for spells I don't know why I wouldn't pick up just about everything.
Also please add a toggle for the CRT effect :)
I played for about 30 min, and ended up with 187 defense on level 19 (not sure if there is a limit to the number of levels) and nothing could hurt me, but oddly only regular mice were spawning.
Once the game crashed (maybe an infinite loop) when going though a door. About 10% of levels were unsolvable, usually because there was no way to pull or push the block around a tight corner, or a treasure box was blocking, so thank you for the skip button.
Overall, very enjoyable concept that I'd like to see expanded.
Note to reviewers: v1.03/4 were done outside of the timeframe, and include one extra sound effect and improved support for keyboard and gamepad users. The original game was meant for keyboard + mouse, and I wanted to make sure that people can play with only keyboard or only mouse. Also the cat needed a sound when pet.
The engine I used was a heavily-modified version of my 2023 entry about a firefighting wizard. Thanks for your feedback and for playing!
I'm slowly working towards a new post-compo versions incorporating some of your feedback.
I chuckled when you recognized the font I used in my last roguelike, the firefighting wizard pet rescue one.
Some of the clicking issues and the camera not following you was because the game was only running at about 15 fps. I've got some performance improvements in the pipeline. The 7drl was not optimized lol.
I'm definitely adding a mode where the 'fling direction' is opposite of what I have it now.
I am attempting to make an accessible-yet-still-deep roguelike for times when I don't want to remember 74 keyboard commands or for people who don't want to spend the time learning controls beforehand, as much as I love CoQud.
One of my next big updates is working on improving the camera and controls.
I haven't heard of Par for the Dungeon, I'll check it out thanks.
Nice! I got softlocked on hole 4 after my ball ended up on the other side of the hole (and I couldn't move through the hole and there was no way to get to the other side) so maybe make sure there's some space around the hole to navigate. (or I need to be a better shot)
Also check out my minigolf roguelike as well: https://keep-flying-games.itch.io/rogue-strokes-minigolf-dungeons-7drl





