Cool game! Never managed to get past the 10th level :(
I think Pulsewave and Haste might be bugged? Not that I see them necessarily helping me do better :D
Oh no worries, that was literally my first level and I wondered if I'm misunderstanding the mechanics.
I managed to win after several tries, and I really love the chromosomes idea! Tbh game felt too short; I was just about to assemble an OP combo (OnWait : Heal and 3x onAttack : Cleave/Shock), thinking that I'll get very far in this run, and then... it ended :D
Btw I probably should have guessed by the name, but it took me a while to notice that Shock electrocutes water - cool!
Wow, that's a lot to digest and discuss!
I guess first I need to explicitly say that it's really hard to evaluate how the game would feel without actually playing it with the changes, so my ramblings are highly theoretical. I see two things in your plan that I would mark as risks:
Regarding the enemy HP- I indeed have not noticed the enemies having armor (although I did know that they don't always die in one hit). Was there some kind of indicator of the enemy's armor and remaining HP? I think having just a single hitpoint (and no armor) on the enemies might be a better design because it removes all the complication of tracking these things (for the player more so than the dev). Although I see how this removes some cards from the pool (Strengthen, the cards about tail-adjacent damage and body-adjacent damage becoming identical, etc.), so maybe it just removes too much?
> I'll add some Slime/Crystal/Mushroom walls that when dug out, leave a consumable slime/crystal/mushroom
That sounds like a great change - not finding the stairs is sometimes frustrating if you feel like you didn't waste THAT much time on the level. I also wonder if it's possible to add a way to scroll the map off-center to see the rest of the level (you might remember that even in zoomed-out mode I still couldn't) - although one could argue that remembering the map is a skill, it's not a skill I personally find particularly fun :)
> You're the only person I know of other than myself to make it past level 2.
That's interesting - I actually reached level 3 several times (prior to the video), so that did not feel like a problem to me.
> new suit of Lava enemies, cards, and terrain ;)
The 4th tribe :exploding head:
One last thing I want to note is probably something you understand without my feedback, but good to explicitly call out regardless. In my playthrough, some cards felt next to useless, and mobility cards felt really powerful. While this will get shaken up quite a bit with all the changes you plan, the core challenge would remain: you want to offer a set of cards that are balanced in a way that every card could be viable in some build - and there should be several viable builds. Furthermore, ideally the builds should be a reaction to the game state, as opposed to just something a player can determine ahead of time and stick to. In the current version of the game, I did not get an impression that I was adapting to the game state as much as just picking what I believed "globally" best. I mean, I like the game without all of this, but if it had this quality, it would be even more replayable and deep!
I haven't played much yet, but wanted to check out whether it works on Mac because it seemed like Windows users were having problems - and it looked like you put in a considerable amount of work into it. (Perhaps it just isn't a challenging/interesting game per your description, but it definitely looks playable!)
I'd suggest to put up a couple of screenshots and fix the Windows version, because this game probably deserves a better landing page :D
Hey folks - this is a lovely game in so many ways, and I made a playthrough video linked below. The only problem is... I think a bug prevented me from actually winning - let me know if I did something stupid or it's real :D
I'm pretty sure that I abused some imbalance and bugs, but (continued below):
I liked the various types of enemies (worms! trojans! and the one turning programs rogue, that's very much what Mr.Smith did all of Matrix: Revolutions) - what software threat do the snakes stand for?
I think there are still some bugs (or at least thing I don't understand) - like, is defrag supposed to have a cooldown like the other hacking abilities? In my case, I just used it endlessly without skipping a turn or getting it cooled down, but then I used some other hacking skill and it put them all, including defrag, on cooldown.
The skill menu sometimes reported skills as unavailable even when I had enough bits - my impression was that the logic of unavailable tag wasn't quite right.
Sometimes I attacked empty spaces instead of moving into them, as if the game believes there is something in there.
As for imbalance, I reached the final boss with all skills unlocked and 200 bits in the pocket - he succumbed in two hits :D Had fun regardless - lots of interesting content here to enjoy!
In spite of grindy gameplay and kinda empty dungeons, this is pretty fun to play! I NEED THAT LEGENDARY FROM THE LOWEST LEVEL!
I was bigballing somewhere in deep dungeons when the game crashed on me though :( I can share the Mac crash report privately if you're interested - it crashed right as I was healing a pokemon in battle.
> The compiler only shows skills you can purchase
How much do they cost though? I had like 20+ bits and still nothing was selectable.
> Since the Jam Reviewers need access to the 7DRL release
I've seen a suggestion to update the browser version, but leave a detailed changelog of fixes for the reviewers to be able to gauge how much has changed since 7DRL release - then they can take off points in Completeness if you ended up fixing a lot of bugs, but can at least explore more of the game to leave a fair rating :) I'm happy to play the local version as well, if you'd rather not go with that!
Cool concept of translating OS management into a roguelike :) I like the "squash one bug, two more pop up" logic.
I haven't been able to figure out some stuff, but not sure if I'm not understanding the game or those are bugs:
- Whenever I reach a compiler, I can't learn any new skills. It says I can click on a skill to see its description, but clicking doesn't seem to do anything (either on skill names or on Implement button).
- Every time I reach /tmp, the annoying network things kill me off in a weird way: once I attack them, they teleport away, but they still seem to be damaging me from the cell they used to stand on.
I think this game might be suffering from something similar to the JoustRL performance issues last year - my computer fan starts spinning wildly within a minute, CPU utilization from Chrome helper spikes, and the game got stuck on me within a couple minutes :(
A really innovative take on the roguelike theme - and while the game still feels more billiard than roguelike, y'all put a lot of creativity into fusing in the roguelike elements. I bet the physics and AI here were no small feat.
I am running the game in Wine on Mac, so this might not be a native bug, but the game crashed on me in Lava level when the 8-ball was just appearing:
Ooh I think I didn't realize that the pill that instakills me is actually the "explode the block you're standing on" power - then indeed potions are a bit safer than I assumed! Although getting the potions that halve your distance or damage might still be fatal for that run.
So there is one more level below!? Could there be even stronger opponents than the Colonel!? (And I only took him down cause he was chilling 😅) Indeed, I noticed the bat AI give up after killing one of my teammates too.
Makes sense regarding diagonals and pathfinding woes, thanks for shedding some light!
Anyway, I believe this is a stellar game idea - it fuses so many different concepts seamlessly. Great job!
Pumping a fist, you call out your victory!
Is Ogre the strongest enemy, or did I miss someone else on Level 2? Also, is Level 1 always just a field, or there might be something else?
Overall, I think the balance/AI can be tuned a bit - I ended up with 5+ grenades, stuns, healing salves, etc., and never felt in any particular danger. It was fun to explore the dungeons and different types of enemies though!
It's a great game - I actually played for a while before the video, and decided it deserves a playthrough vid. Great job to y'all!
The pawns intended to be red makes a lot of sense - both in term of consistency with the rest of the enemy pieces, and visibility!
For the keys, I think just an indicator somewhere on the right panel for which keys I've picked up would be enough.
Is the design of the not-trolling room just a visual feature, or it's supposed to block/enable some strategy I didn't think of?
I was wondering about the AI - does it treat me as a simple King, or it knows that I have some tricks up my sleeve?
Also, rewatching my deaths, I actually realized that I wasn't utilizing all of the information provided - namely, the game tells me where visible/nearby opponent pieces move, and specifically told me where that sneaky Knight was, I just didn't read it :)
Suggestion: it would help if the video descriptions included the names of the games you ended up playing (and apologies if it's in there somewhere, and my suboptimal twitch skills prevent me from noticing it!)
So I played a while more, and realized that I never got to see the strongest neutral monsters when I played the first time. This time, in the very deep underground, I met Paladin (200 hp), Dark Knight (150hp), and Cyclops (160 hp, knockback effect). Are these the highest tier enemies? Are there more (Devil, Titan, Treant)?
In addition to Cyclops knockback, I noticed that engaging ranged units in melee combat reduces there damage - just like in Heroes series. I suspect you implemented tons of mechanics that aren't obvious on first playthrough!
I tried using Bow, and it doesn't seem to shoot. Neither F nor Tab do anything - am I doing something wrong?
Do weapon rarities matter at all? My legendaries are often +5 stat, while my common/uncommon items have +20.