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Paweł Ślusarczyk

A member registered Feb 23, 2018 · View creator page →

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With such extensive usage of adrenaline I would definitely call it a speedrun ;)

You found out a nice strategy and I bet there are other ways of getting enough power to beat any kind of danger. But that's what I like roguelikes for — rewarding cleverness and improvisation.

Thanks for kind words!

Cool. Thanks for checking!

Should be working now. I think the RAR file was the only culprit. Also I changed the rendering engine in Linux to OpenGL Core, because some glitches were reported for Vulkan.

Probably it was caused by the fact that I packed it to a RAR. I just uploaded a ZIP, could you please try again?

Great to see a fellow!

Podrzuć jakiś kontakt na Forum padło tak nagle, że straciłem wszystkich ludzi z oczu.

Ouch, thanks for reporting! I can see a non-empty Quinta essentia_data directory in the archive. Can you give me more details or suggestion for a fix?

Thanks for warm words. As for the scope of the game, it was doable because I based it on my own engine which I've been working on for over a year. I heard many things recently about difficulties in creating roguelikes in Unity and it encourages me to reveal my engine and make it open-source.

Thank you for precise bug report, I'll look into it.

And yes, I'm Deaven from old :D A ty kto?

Nice music ;) Would be nice to know what exactly non-travel actions do. Anyway, I made it to 7000!

I liked the idea and probably would enjoy a bigger game about mountain climbing which would be somewhat close  to roguelike genre . 

I got sucked in and had lots of fun with this game.

By the way, I founda  bug: even if you have more than 1 apple it always works as if you had 1.

Great boardgame look and a home-made 3D engine? Nice.  I keep fingers crossed for the development of this game.

Thanks for recording the gameplay. Was fun to watch and there was some useful feedback for me.

Cool, I'll check it out :)

Lots of fun. I guess the snake/netacka genre will never be dead (or at least will live for looooong;).  Also a nice combo of graphics, music and polish.

No idea, this is the first time I played on a numpadless laptop.

In my game I used:


J    L


for movement keys for those who don't have numpads.

I had a lot of fun while playing this game with my wife. The art and climate reminds me Pegasus (or NES). I think you should definitely add some  controls for diagonal movement, because we played on a laptop and ran into a death trap many times because of not being able to walk diagonally.

As for the stun gun recharge rate, I don't really know if it's too slow. It gives lots of emotions when you know you can rely on it maybe once a day.

Here's a screenshot, hope it helps you:

Good luck!

After selecting “New game” I just see a tiny grey sprite with green outline and nothing happens. There is no reaction to input.

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Short story: I completed a game with advanced fencing mechanic. Learnings:  1. Don't wait three years for prototyping a game you have an idea for when this idea comes back to you every now and then. 2. Unity rules. 3. My wife really loves me (who else would spend a week with a coding zombie in the same room and then test his game for long time even when he says you can stop).

In this 7DRL I wanted to explore the possibility of creating a combat system (with focus on melee) that would be more realistic and entertaining than the one traditionally used in roguelikes.  I just thought that melee combat should be something more challenging for the player than just standing next to a monster and pressing arrow directing towards it and let the engine calculate the hit and damage. 

From “Potop” (“The Deluge”) movie, 1973

Fencing for me is some kind of game where you can both gain visible advantage and loose it without hurting each other. It's like on football pitch where you slowly push your opponent or try to counter him when you regain initiative. So I thought that the characters should have some kind of score representing their condition in the combat: it should be high when you are skilled fencer, with no distractions, with good position etc. 

What I had on the start was:

— many mental notes about how the combat may look like

— the glorious Unity engine with brand new Tilemap feature; by the way it's amazing for me how this engine is developing and how it speeds things up to make a game with it

— some roguelike engine code that I've been developing for last 3 months for another game

The development looked more or less like this:

Monday: adapting my engine, starting the combat system

Tuesday: working on combat system, starting to make/adapt graphics

Wednesday: adding different kinds of monsters and weapons; adding traits for the player to gain when levelling up

Thursday: Simple dungeon generation with monsters, working on AI, adding first elements of UI, polishing the combat engine. The prototype was not ready as I expected which made me scared.

Friday: adding more traits, monsters and weapons, more UI and AI, adding stairs and moving between dungeons. The prototype was ready in the evening. Didn't give me really much, it was too simple and unbalanced.

Saturday: adding items, lots of testing and balancing, adding lots of UI, adding more graphics to the dungeon and sketching the story. On this day I speeded up my coding by breaking the rules of clean code even more than in previous daysIt was a considered decision, because I knew that even if I make messed up code, I'll have a fresh enough image of it in my head by the end of the Jam to make necessary fixes. Now I see that was a good decision.

Sunday: making the last level and wrapping up the story, adding some final monsters, weapons and traits, finishing up the UI. Thanks for help of my wife (she was testing it live starting from 7 PM) I managed to balance many elements of the game and to fix last crucial bugs to make the final version at midnight.

Measured time of development: 71 hours.

Sleep: around 5 hours per night.

I'm glad of the result and spending this week jamming — I feel tired but also I feel that I should do this often instead of keeping my ideas for games in my head and letting them die. I didn't feel stuck at any time and many problems had found their solutions just in the course of development, without any moments of helplessness. Also, many ideas came naturally out of my head during the development, for example I was adding pieces of story to the game almost subconciously and at the end I realised I made a story (which wasn't my goal at first).