I love this. It gave me the push I needed to release an unfinished game from some years ago. It was originally for Mystic Western Jam. I had made really good progress... but then the evil timesuck called Overwatch came out and all my friends were playing. I decided to try just one match, and I got hooked. Sadly, it meant I abandoned my project. But now Star Shaman is out and available to play! Thanks!
Recent community posts
I did actually initially want them to be in order, but due to the general weirdness that is Construct's "codeless programming" style, I went with the easier (for me) solution of not requiring you to collect the data in order. Thanks, for playing!
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.