Nice. The restriction of attacking only in a horizontal direction is a nice twist. I found the use of facing also to be an enjoyable strategic element.
Recent community posts
Critical bug fixes and adding a help screen is as far as I would go. Performance improvements only if they are taking the game from unplayable slow to playable. The rest sound like new features. What I've seen in the past is to keep the original 7DRL version available for evaluation/historical purposes, and then clearly indicate any new versions as "post-challenge" or "post-jam".
Ok I'm done. Playable in browser.
These were my stated goals this year (from my design doc)
- Incorporate one of my recent favorite activities in rpg games, team building.
- Be 3/4 roguelike: keep permadeath, keep hunger, keep grid based dungeon crawling, ditch item id and inventory.
- Smooth out the pain of permadeath while still keeping it as a way to keep the stakes high and give weight to the players actions.
- Be fairly quick to play while giving room for repeat visits.
I think I got close on most of those. It's not perfect, but it is what it is.
Interesting concept, cheers for trying something very different! I would probably like a slightly slower version of the game to start off at and get accustomed to the gameplay, but it's fine. I did also find that once I had only one green left, that it was pretty easy at that point to play forever.