Stoked! Is there still intended IOS/Android support after the 1.0 release? Mobile COQ would ruin my life and I'm looking forward to it.
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This jam seems like both the Pico-8 and Tic-80 would be ideal, as they can package executables for Windows and Ubuntu and it'll be easy to keep the files under 4mb. Anyone else planning on using these engines? I'm probably leaning toward Pico-8 myself.
Tomorrow's big goal will be adding a town area. From there I'll implement a quest system.
The biggest challenge with the shooting mechanic was making sure you could shoot in the direction you last faced. So to the left of the HP I have a simple directional indicator, so you know where you'd be shooting. The dice will function as an inventory item/expendable. Each one is 1/6. So they're each a bullet in the revolver. Combat is deterministic, you kill your enemy but you take one damage, but the "rickety" revolver that you have has an old cylinder that spins, so you can load it with more "dice" to ensure a better chance of hitting an enemy, but it's finite, so you have to decided when you're rolling the dice on your shot and when you want it to be a sure thing.
Working on some story elements to explain the randomized levels as well. Although I think there will be a set town level that's the same every time you go there for quests etc.
Would love to hear what others are planning to use!
Thanks for playing it!
I had lots of hopes to make it a little more well rounded but ran into that nasty 1k limit. Now that there's a compression optimizerthat was just released for this jam, I may take another pass at tweaking some things with this. I was really hoping to have enemies randomly drop healing potions to account for the HP difficulty.
Thanks, that makes sense at a high-level. Just wanted to make sure I wasn't going crazy, as I've got just over 2k worth of characters and I'm only taking up a compressed size of 700, it just seemed too good to be true haha.
I've never really dealt with the compressed limitation in Pico8, so this jam has been great. One thing I've noticed though, is sometimes I can add several characters worth of code and get barely any increase in compression size, and other characters add substantially more. Is there a rhyme or reason for this? Is it general ascii versus mathematics or functions?
I'm sure most people here are coding something that is slightly larger than 1k, with comments and proper naming conventions, and then going back and removing those extra characters and comments to get the 1k limit but allowing them to program in a sane manner.
Love the game, had a ton of fun. Very well thought-out mechanics with the small space. The only thing I couldn't figure out is how the darkness took my castle. I kept trying to illuminate around the exterior as it crept in. Plains being the same square type as darkness might be doing me in.
Hi everyone, thanks for checking out the page. Strigoi's develoment is coming along. I hope to release for Halloween 2022. In the meantime, check back here for sneak peaks, videos, more screenshots, and possibly some alpha gameplay you can try out!
Really enjoyed this game. Wonderful graphics and a fantastic storyline. Could maybe have used a few more enemies or types of enemies, but great traditional feel and i liked the upgrade mechanics with a larger end-goal of rebuilding the machine.
Incredible game. So well done. It brings me back to my youth playing RollerCoaster Tycoon. Hats off, happy to purchase and reward this. Can't wait to study the code and see what you do next!
Thanks for playing! I agree, Trident is the best early phase weapon, but it's low attack means you should transition to more two handed combat (probably) in later stages.
A range indicator would be useful. I currently just have them as more experimental, but that would be a good one to include, since I do have attack of your weapons indicated. I'll be sure to include it for post-release versions after the ratings conclude! Appreciate the feedback!