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Lone Spelunker

A member registered Mar 05, 2016 · View creator page →

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Recent community posts

ZOME community · Created a new topic 0.2.0 Update Feedback

Just tried out the 0.2.0 release.  Some comments:

*  First of all, I like the new features!  The fill mode and eyedropper are really handy.  Definitely solid quality-of-life improvements there.

*  It would be nice if we could have a way to do each command that doesn't involve right-clicking.  Right-clicking is kind of a pain on a Mac and/or on a laptop.  (What I'd really prefer is the Photoshop "I" key command to eyedrop.)  Alternatively, a way to remap key bindings.

*  I encountered a slight weirdness where I couldn't click on the same tile I just changed to change it to a different tile.  For instance, if I'd select tile type "A" and click at tile (2,2), then go over and select tile type "B", and go back to click at tile (2,2), it wouldn't change to tile type "B".  If I go to any other location on the map, like at (3,3), and click there, it would change as expected, and if I then went back to (2,2) and clicked again after clicking somewhere else, it would also change.  It just seems to happen to the last tile you changed.  Not a huge deal, but it bit me a few times, and I suspect it's a simple fix.

*  When I go fullscreen, it letterboxes with white (or maybe a light gray), which makes it hard to focus on the map content.  I think I would definitely prefer black or a dark gray color, if you have control over that.  Or better yet, extend the map and tileset panels to fit the screen so that there's no letterboxing.

Anyway, nice update!  I don't think I could use this in production until we get layers and/or metadata support, but it's sure pleasant to draw maps in already.

>  the tileset is cutoff because I was planning on putting the object panel underneath

I wondered if that was why that was happening.  If so, I think that's totally fine as long as you can zoom and pan inside the tileset window.  (Indeed, I suspect a lot of tilesets are small and need to be zoomed-in to be usable anyway, like 8x8 and 16x16 tilesets - you'd want to see them larger than that anyway for easy selection.)

>   I've been thinking about how I can support Undo/Redo

Since you've already got JSON saving/loading in place, I'll bet you could just bump off a JSON save to a stack of strings after every edit, and when you hit undo, pull that string from the stack and load it.  You're already got the hard part done - serializing the map data.

Looking forward to the next version!

Gave ZOME a test drive, and it's pretty slick and easy to use.  Omits a lot of the cruft that many editors like this bring.  I particularly like the way you accommodate resizing the map - very clever, clean, and intuitive.

It does feel like it needs a few things to be usable in a project, though.  Some of them ought to be easy to do, some might be more difficult:

*  A "fill" feature would be nice.

*  Like you said in your page, layers are kind of needed.

*  Some way to associate metadata with locations in the map.  Things like entrance locations, exits, npc's, etc.  The way Tiled handles it is that you can add dictionaries of key/value pairs as "objects" to location, which is really powerful, but if it were just associating numbers with tiles (like sticking a little "12" in the upper left corner of a tile when the number 12 is associated with it), that would be enough for a lot of purposes, since you could map those numbers to external things elsewhere.

*  Some way to associate metadata with the map itself would be nice, too.

*  The first tileset I imported was my tileset from Arkham After Midnight, which is a 512x512 tileset with 16x16 tiles.  It was far too small to work with the tile selector on the right.  You might consider letting the user zoom the tileset like you allow them to zoom the map.

*  I noticed that the tileset selector area was vertical, so I tried making a quick custom tileset that was 256x512, which was definitely more usable, but the UI cuts off the tileset view at about the 21st row instead of showing all of it, even though there is plenty of room.  (I'm guessing you're expecting only square tilesets?)  You might consider letting that entire right pane be filled with the tileset.

*  I'd like to see menu commands for things like save and load instead of just keyboard commands.

*  Undo/redo support would be nice.

Anyway, a nice editor.  I could see using it for quick one-offs, or games with simple tile needs.  I'd love to see it get developed a little further to add metadata and other amenities; I'd love to be able to use something like this for Arkham After Midnight and similar projects.

Thanks for including it, Jupiter.  I've been following your video series for a while, so it's a treat to see it featured there.  Sorry you got killed by a sand worm so quickly!

Sounds good.  Thanks.  I've included the original 7DRL release in the page as well as updates.

The updates I've done so far have all been minor bug fixes and pretty slight balance and/or help documentation tweaks, so I don't feel like I've broken the spirit of the competition entry with updates yet; they're still almost identical, so someone playing the game in the web page is basically getting the same thing that was released with only minor fixes.

Ah.  Good to know.  Thank you.

I was wary of doing that since my game is an HTML5 game, and I saw no way to select between versions for the browser.  But I see that I can put it up as a downloadable file, so I'll go that route.

So I imagine many of us have bug fixes or other things they want to change after the deadline has passed.

What's the policy for this in relation to the judging?  Ideally, there would be a way to "freeze" the submitted version for judges to look at while still letting us add bug fixes for people who are just here to try out our games.  But I don't see a way to do that using itch.io's system.

Would it be sufficient to go ahead and update our games, and just note in the description page what we've changed since the jam ended?

Hi.  My 7DRL submission this year is Piratical, a fairly traditional roguelike with some fun little experiments.

You play as a pirate attempting to defeat the dread Captain Bloodbeard, a black-hearted cur who made a deal with dark powers to become one of the most feared pirates to set sail out of Barataria Bay.  Join forces with Madame Sarita, the voodoo priestess, to find Bloodbeard's phylacteries.  Destroy them to make him mortal, and then defeat him with cunning and a little magic of your own!

Here's what I was trying to accomplish this year:

  • Have some solid, laptop-friendly roguelike fun.  The game plays nicely in the web browser, uses orthogonal movement (to ease the pain of laptop users), and sports some nice, colored environments.
  • A fun theme.  Pirates are fun, right?  I tried to reinforce the theme with several mechanics, like being able to lop off a hand and replace it with a hook, having voodoo curses, sunken galleons, treasure maps, etc.
  • Expanding how maps work a little.  In Piratical, levels are two-tiered: above water and below water.  You can dive down to the underwater level and surface up to the above water level, which makes for some interesting mapping mechanics.
  • Make it approachable.  I tried to get instructions on the screen at all times to help with onboarding, and I tried to get some quality-of-life features in place like the compass and quick-keys for changing the equipped weapon.
  • Levels with distinct feels to them, so that not all levels feel the same.  I think I accomplished this, although I was hoping to get a few more in there.  There are swampy bayous, labyrinthine sea caves, sunken galleons, and beaches.
  • Game progression.  As you delve further into your adventure, you will encounter things that are tough, and you will need to figure out the capability to respond to them.  The mechanisms in the game are simple, but they reinforce the theme, so I'm happy with them.
  • Approachable challenge.  The game will probably kill you a few times while you get your "sea legs", but once you have some experience, you should be able to win the game without spending months attempting it.  The RNG is generally pretty forgiving; most deaths are avoidable.

Overall, I'm happy with how it turned out.  I'd like to spend some time cleaning up the codebase and doing some things in a more "proper" way, and adding more content.  But for now, I'm happy with where it stands for a seven day effort.

Here are some screenshots of the game in action:

(I'm guessing you're the person who expressed the same question over on reddit, but just in case...)

It's possible that there's a bug in the mystery generator that generates a "dead end" mystery, but I've played through the game to the end many, many times, so my impression is that it would be rare occurrence even if there is such a bug. You probably should not be experiencing this multiple times in a row.

More likely, there's just some clue or hook you're missing. Be sure to search all the crypts, read all the books in the library (the "?" icons), talk to all the people, etc. Also, note that some locations may be injected into the list of locations when you find things, so be sure to check and re-check your locations. There are also items that show up in your inventory that might yield clues.

Yes, that's a known bug. The version that is currently up is the "compo" version, which was frozen at the end of the competition for judging. I am working on a new version that will (hopefully!) fix the bugs and introduce more content.

This is a nice little clicker. Seems to have quite a bit of charm. But boy is it stingy with the advancement! I'd recommend ramping up the cost of plants much less slowly, or better yet, letting the player ramp up $/sec or $/click much faster, as that would probably feel more satisfying. As it stands, it got very dull very fast, with way too many clicks required to plant a plant. Unless you intend this to be one of those "walk away from it and come back later" type clickers, it would help to reduce the aggressiveness of those curves.

It really needs a save game feature (especially if it's going to be a "walk away and come back" type game).

The keyboard support is a nice feature. Pressing space bar on a laptop is much preferable to clicking a trackpad. I'd like it if I didn't have to click on what I wanted the space bar to do each time - perhaps you can instead have keyboard shortcuts for calling up the menu or doing other things?

It seems like clicking the portrait of the witch should do something, like give a temporary multiplier to the plant gains or yield a different currency. (Or just play an animation.)

Paisley Princess community · Created a new topic Nice!

Love the minimalistic aesthetic for this game. It ended too soon!

Nice game! This has some interesting mechanics to it. A few suggestions:

* Needs some kind of visual response when you lose health, since there's a distinction between your core and your jelly. Screen shake, flashing the screen red, or something like that would help.

* The first time I played, I appeared in a room in the upper right corner that had no exits. It looks like the level generator tried to create a corridor going south out of the room, because it had two columns of "#" characters leading away from it, but there was no space between them to move my jelly down.

* Cosmetically, it might be fun to let you choose the color of your jelly. And some squishing noises as you move might be satisfying, too.

No, the big red thumbs down button appears correctly; it's the little green "yes" button in the dialog bubble that animates instead of the little "no" button. The correct response happens - everything works correctly except that in the little dialog that shows "yes/no", the wrong button animates when you press your answer.

Fun little game - really enjoyed it.

Some suggestions:

* Something other than the color-tinting for the time-of-day. I'd like to see the stars come out, the moon go up and down with the sun, etc. (Maybe you could do one of those "sun/moon" dials like you see on grandfather clocks in the background.) The town should grow dark, but the lights in the buildings should glow. The throne room could grow dark, but still have light thrown by torches. Etc.

* The lifeblood of this game, I think, is the set of decisions that have longer-term effects than just that one decision point. Recurring characters, town improvements, quests, etc., are what felt the most compelling about the game. You should add more of those.

* For replayability, I think you should have some of those decision choices be "branching", in the sense that if you, say, hire the witch, then some other character leaves town, and if you do not, that character stays and has its own effects. That would give you different characters on subsequent playthroughs, and also introduce an interesting meta-game where people try to decide where they want their kingdom to go based on the effects of the characters.

* I like the reports that show up that annotate the effects of your decisions at the end of the day. I think you could add interest by just having more of those, even if they don't change the effects. For instance, if you hire an exterminator to kill the bugs in the garden, you could dock the money immediately, and then show a placard in a day or two indicating that people are happy that the garden is free of bugs now. (More of this will also make it a little less obvious what the "correct" answer is, and make it feel like your decisions are more weighty, even though they have exactly the same effect. It would also be a nice opportunity to show a little drawing of the garden.)

* The people walking in and out so slowly gets a little tedious. Maybe speed that up a bit? And perhaps start the next person walking in when the previous person is leaving instead of having one person leave completely before the next person starts walking in.

* It would be nice for the king to be animated, giving thumbs-up and thumbs-down as part of the answer, or maybe nodding and shaking his head.

* I liked how the town was built up in the background over the early game, but it very quickly became static. Maybe just ramp that animation over a longer period of time? Or better yet, find a way to integrate the granaries, the gardens, etc., into the view of the town.

Anyway, that was a really fun little romp. Interesting how just yes/no questions led to some compelling gameplay.

When you press the "No" button, the animation plays for the "Yes" button.

Thanks for reporting this! I've uploaded a build that should fix that issue.

Should be fixed now! Thanks for letting me know.

Thanks for the issue report. I'll look into this. I'm planning to release a new version of "No Crypto" here in the coming days that should address a bunch of bugs and include several new features.

Wow, sorry about that. Thanks for reporting this; I'll see if I can figure out what's up. I'm pretty sure it's platform-specific, since I've had the game running for many hours at a time in browser tabs without a crash on my development machine, so it might take some time to track it down. If you notice a pattern or see any error messages that might shed light on what's causing it, let me know. Thanks!

Nice. Thanks for helping me troubleshoot this.

All right. Okay. I know I have said this before.

But I have uploaded a new build that should address these keyboard issues in FireFox. Sorry for the trouble.

(And your comments about GIFFs and the Kanye tweet made my day! It's a good thing I wasn't drinking milk when I read that.)

Okay, I've posted a new build that I think will address the space bar issue in those locations. The different way browsers handle keys is driving me up a wall!

Thanks for taking the time to report these issues.

Great! Glad to hear it's working for you now.

Thanks for reporting these issues. Clearly, there are some keyboard handling issues that are more esoteric than I thought.

Thanks to a reddit user, I've identified a bug, fixed it, and uploaded a new build, which should address the issue you described. Or, at least, the bug I fixed could conceivably cause what you described. If it's still doing it, let me know.

Glad you like the game (and thanks for taking the time to say so!).

Okay, I've uploaded another build that seems to fix it on at least some of the browsers people were having trouble with. Care to try it again? Thanks!

Hmm. That's exactly how my browser sees it, too, so that's not the issue, I guess. I'm not sure what's causing it, then, so I guess I'm going to be doing a little internet research to try to figure this out! Thanks for taking the time to do that and get back to me.

Want to help me troubleshoot this? Can you go to this URL:

Backspace Tester

...hit the backspace key, and tell me what keyCodes it reports for each event type?

(Edited 1 time)

Glad you like the game.

I'd heard about issues with the backspace key before, but I hadn't heard about the space bar. I think what I'll do is experiment with stopping propagation of those keys to the window. In an earlier build, I was just doing a blanket block, and that was causing other problems (not the least of which being that it blocks popping up a debug window!), but I think if I do a more nuanced selection of keys, I can get around those problems.

I'll try to get a build up today that addresses this. Thanks for playing and taking the time to give feedback!

Edit - Okay, I just uploaded a build that should block space and backspace events. Try it out and let me know if it fixes that issue.