Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Maurog

56
Posts
2
Topics
20
Followers
A member registered Dec 24, 2016 · View creator page →

Creator of

Recent community posts

Congrats on well deserved first place, excellent game, some X-Comy vibes re exploration of derelicts and discovery of new enemies, very cool oxygen pipe mechanics!

Lunatics are enemies that aren't removed when they are defeated, meaning that once you randomly get into a room where one chases you or guards the only exit, it's game over - no matter how many times you defeat it, it will remain and make you fight it until you die.

It's what I could deliver in 7 days, sadly. There are plans on expanding it re exploration, itemization and stats (while keeping it strongly timer-based).  You can see some precursors of stats in the current "difficulty" paths, namely timer length and the amount of mistakes you can make. Also planned are some sort of time regeneration stat that will push against the timer the faster you type, and a way to regenerate hearts by various means (probably involving an attack that feeds on enemies).

Version 1.02 released

Changes: Easiest mode now allows ignoring caps and punctuation, and lets you continue after a mistake 5 times (as long as the timer permits). Easy mode ignores caps and allows 3 mistakes. Normal mode allows 1 mistake. Dead creatures are even more dead now. A bit more combat options.

Ah, I'm glad it was solved, hopefully it's not too inconvenient and you can play the game like that.

I only tested it with regular English qwerty keyboard, didn't think of how many other configurations exist.

This is unfortunate, and maybe has something to do with Brazilian keyboards being able to type apostrophes on vowels, so it doesn't know if you want to put a vowel accent or just the ' until u type it a second time?

Will mapping another character not currently used by the game to ' help you? Like, I can let the game accept ` as ' without affecting other players...

Ah yes, the fixes in the "fixed" version broke the hyphen. It's solved in the latest version (1.01) though, which also has much better flow due to not having you type the exposition, only the combat.

The boss thing is known, theoretically the guards should not allow you to hit the boss while they're alive, but it was cut due to lack of time, so yeah, focus on the boss and you will win it quickly. Will be fixed eventually.

(1 edit)

The latest version should have included a fix for that... did you play the 1.01 version?

I'll look into it. You can also try to use the same key but with shift, this may work for you.

Version 1.01 released

Changes: Changed to a more narrative approach where you are given more feedback and don't need to write the non-combat descriptions.  Better tutorial. Minor fixes.

(1 edit)

Planned in future versions: Easier modes to be more forgiving and allowing no capitalization, no punctuation, and continuing from mistakes.

Basically right now every mode is Nightmare! mode, just with extra time. Stay tuned!

Ack, I think it means you'll have to install the Visual C++ redistributable from here: https://www.sts-tutorial.com/download/credistributable2019

Please tell me if it solves the problem.

New site art, lol.

Hopefully fixed a bug when the game doesn't show right on smaller screens.

Thanks, it came out much smaller than my original vision for it, but it has most of the core mechanics (fight by typing obv, difficulty levels, greed-based decisions and stats+score). 

I plan to improve on it and make it into a "real game" with progress saving, items, non-combat events etc, maybe even put it on Steam eventually.

It's not very forgiving, in the roguelike tradition, you get six life and it has to last you to the end :)


Thank you for playing my game!

Added a fix which makes the game work on AZERTY keyboards.

The game had a bug that makes the game stop responding with 20% chance, while entering the mountain area. I uploaded the fixed version which makes it a 0% chance instead.

Hello everyone, I was too busy working on this thing to post updates, but now it's done, so here we go.

This is a game played by typing the various descriptions to make them happen.

Here is an example of the gameplay:

You can download the game here and check it out:

https://maurog.itch.io/steno-rogue

Feel free to leave any and all feedback. Thank you!

The game is finished! Thank you for playing it!


Feel free to post any and all feedback here.

Day 7 - Update 3 

Day 7 - Update 1 

Progress Report - Day 6

Progress Report - Day 4

Progress Report - Day 3

Progress Report - Day 2

Progress Report - Day 1

Sadly it's incomplete and doesn't even have working enemies. I'll try to finish it in the future.

Dwarf Fortress is great, but I haven't played it for years. Also, the main font used in my games is based on one of the Dwarf Fortress ones.

The original game page (not the jam page) has some instructions in the description.

Funny you should say that, because version 1.1 is all about picking up the pace. Please check it out and tell me what you think!

(1 edit)

Version 1.1 is out!

Featuring the following changes mostly based on your feedback:

  • Faster animations
  • Autoattack symbols (skulls)
  • Four-matches now give extra turn
  • A new hp system on top of the old limbs system
  • More information on clicks and mouseovers 

Still not implemented but planned for version 1.2:

  • Rebalancing enemies, more enemy types
  • More items, more item types, loot tiers
  • Board affecting abilities, that destroy or change tiles
  • More clear distinction into tanking, dps and support among the equipment slots

Check out version 1.1 and stay tuned!

(The original Dismatch.rar kept for 7drl purposes)

Many things were cut for the 7drl due to time restraints. I'm planning to expand it in the future with the missing features and a rework of the systems, pacing and balance. More details for the bodyparts is in the works.

My first 7DRL, from 2016. A timeless masterpiece.

Okay, the 7drl is finished, and the submission is what it is, but I have long term plans for this project. This was just a hastily cobbled together prototype that shows viability, the plans are to expand it into a real boy.

Features considered for the future:

* Rework of the limbs system to make it strictly secondary to a more traditional hitpoints bar.

* An autoattack symbol to make gameplay more fast and dangerous.

* Board manipulation abilities for both the player and the enemies.

* Total refactoring of items abilities and handcrafting enemies and their abilities.

* Music and sounds.

With proper refactoring this could turn out great.  Feel free to post any feedback too, I would really appreciate it!

Thanks for playing my game. To be honest I barely finished all the mechanics in time, so there was no time to test and balance anything. It is what it is.


I'm definitely considering on expanding, polishing and reworking later.

Here we, go, it's the best I could do under the time restraints. Have fun!

Day 5 progress: 

Well, that's a beginning.

Got the basic match grid prototype, the symbols and colors seem to fit. Next goal, the actual matching with animation and all.

Umm, we didn't. That was someone else :)