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punycheeps

32
Posts
14
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24
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A member registered Dec 19, 2019 · View creator page →

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Fascinating vector graphics. My dad played a lot of Atari's Tempest back in the 80s. I will have to show him this.

The depth opens up after you figure out the card interactions. Very interesting concept. I love the music too.

LOL. dude.

(4 edits)

How to run:

Recommend the zip with the missing dlls. These include C++ dependencies (vcredist/mingw) and are not fixes to the game files at all. Some PC's will run the game fine without, others might not. Also, zips containing VCRedist are provided if required.

(3 edits)

How to run:

Recommend the zip with the missing dlls. These include C++ dependencies (vcredist/mingw) and are not fixes to the game files at all. Some PC's will run the game fine without, others might not. Also, zips containing VCRedist are provided if required.

(3 edits)

Overall I'm very happy with this. It was a lot of work in 7 days. I created a basic engine in C++17 libtcod 1.24 SDL2 beforehand to prepare. Granted, most of it needed rewriting day 1! I used Lua with Sol2 to make it easier for me to add items and mobs. Realised afterwards that adding Lua might enable light moddability! (untested).

Features:

  • Old school terminal code page 437 ascii graphics.
  • Turn-based combat and tile-based movement.
  • Game log window.
  • Stats and health.
  • Items auto equip into item slots and increase stats.
  • Map generates a tower with rooms, in the shape of a pizza, with random amounts of enemies per room.
  • Maps increase in difficulty as you progress.
  • Lack of healing other than getting item upgrades results in having to pick your fights carefully, if you hope to beat the Lich!
  • NPC’s with dialogue choices and optional rewards that can act as a difficulty slider if you decline rewards (will need some to beat the Lich).
  • Monsters randomly wander and chatter in audible range, and will attack friendly characters in detection range.

Known issues: 

  • Console window may open, just minimise or ignore it. I couldn't get cmake to play ball with release.
  • Rebooting the game is required for a new run!
  • Maps look more similar than i’d like due to a mapgen issue, but you still spawn in different segments and random numbers of mobs & positions per segments, harder mobs appear as you progress.

Things I wanted to add but ran out of time:

  • spiders poison effect
  • food
  • cooking
  • monster drops
  • more maps
  • world outside of the tower
  • proper death/win/new run screens

Pain points:

  • This is my first C++ project, so of course the hat goes to learning pointers and cmake, oh and the dozen SEGFAULT errors! :D
(4 edits)

Overall I'm very happy with this. It was a lot of work in 7 days. I created a basic engine in C++17 libtcod 1.24 SDL2 beforehand to prepare. Granted, most of it needed rewriting day 1! I used Lua with Sol2 to make it easier for me to add items and mobs. Realised afterwards that adding Lua might enable light moddability! (untested).

Features:

  • Old school terminal code page 437 ascii graphics.
  • Turn-based combat and tile-based movement.
  • Game log window.
  • Stats and health.
  • Items auto equip into item slots and increase stats.
  • Map generates a tower with rooms, in the shape of a pizza, with random amounts of enemies per room.
  • Maps increase in difficulty as you progress.
  • Lack of healing other than getting item upgrades results in having to pick your fights carefully, if you hope to beat the Lich!
  • NPC’s with dialogue choices and optional rewards that can act as a difficulty slider if you decline rewards (will need some to beat the Lich).
  • Monsters randomly wander and chatter in audible range, and will attack friendly characters in detection range.

Known issues: 

  • Console window may open, just minimise or ignore it. I couldn't get cmake to play ball with release.
  • Rebooting the game is required for a new run!
  • Maps look more similar than i’d like due to a mapgen issue, but you still spawn in different segments and random numbers of mobs & positions per segments, harder mobs appear as you progress.

Things I wanted to add but ran out of time:

  • spiders poison effect
  • food
  • cooking
  • monster drops
  • more maps
  • world outside of the tower
  • proper death/win/new run screens

Pain points:

  • This is my first C++ project, so of course the hat goes to learning pointers and cmake, oh and the dozen SEGFAULT errors! :D

Nookrium on youtube played your game, thought you might enjoy :) (time linked live stream):

fun!

fun roguelike, nice music

Fascinating visual style, a real work of art. Combat is quite interesting and I got smoked by that guy that made the eye red.

I used bgb emulator and it ran perfectly. Combat was fun. Love the gameboy graphics of course. Would be nice with a nice music track. Really impressive, make more!

The combat system is awesome in this, I loved the feel of trying to combo pages and juggling sanity. Great theme. Audio stopped randomly though, web player issue? not sure. This combat system fits in with the theme rather well, and I'm really glad I played it to experience something new. You should definitely consider taking this project further, huge potential there.

An interesting game concept, a dungeon crawler where you crawl, made me chuckle. Felt very unique to me. Liked the graphics. Audio glitched for me a bit, might have been due to the web player? not sure. Very impressive overall.

Very impressed by this one. Enjoyable gameplay. Love the art style. Enjoyed the audio. Nice that you have managed to get party combat, a minimap, keys, doors.

(1 edit)

Thanks! Issue was caused by object creation order, which is handled slightly differently in a Unity build (not quite sure why). Changed dungeon generator to "Awake" instead of "Start" to ensure the correct order.

Thanks for the review! Yeah unity build broke right on the deadline hence the missing combat :). I'll put out an update after the jam. Look forward to trying your game.

Thanks for the review! Yeah unity build broke right on the deadline hence the missing combat :). I'll put out an update after the jam. I enjoyed playing freebooter, very addicting.

Thanks for the review! I was inspired by the gameboy and created a custom Unity shader graph during the jam. Unfortunately unity build broke the ordering of some object injection hence the lack of combat, was fine in dev though, fixed the build issue 30m after jam end unfortunately though. Funny you mention the sluggish movement, as earlier today I quadrupled the speed and it feels much snappier. Will apply some updates and see where I can take it. Look forward to trying out your game too.

Loved the combat/gameplay, quite addictive. Nice aesthetic. Audio is fine. I think the card combat made it more innovative. Technical work here is quite impressive and where it really shines, the fact that you managed to get an inventory system, automapper, unique combat and a relatively well balanced feel all working together is impressive.

Interesting game! Camera/movement could be iterated on. I like the walls, overall aesthetic and the UI. The automapper is very handy and a nice technical achievement. Definitely worth updating after the jam.

The start was fun! but then became repetitive. I would've liked either full regen after combat or limited heals, as I was able to spam the TAB for 1 energy, then spam the H key to get max HP after every encounter. The graphics and audio fit the theme. The technical of 6dof movement is where this really shines though. Good concept that should be investigated more.

(1 edit)

Thanks for the review! For the visuals I was inspired by the gameboy and created a custom Unity shader graph during the jam to handle gradient palette swapping. I am thinking of adding more interesting gameplay/combat in a future update after the jam :). Look forward to trying your game out.

Thanks for the review! I am thinking of adding more interesting gameplay/combat in a future update after the jam :). Look forward to trying your game out.

It's simple but it works. I found it a bit hard to navigate because the wall textures. I was impressed that you managed to implement an inventory system, good job.

I enjoyed this game. Looks great with nice feedback. Audio really fits the theme. I felt that rock paper scissors gun was quite unique for the genre. Bugs in combat though, one is that you can spam revolver and hammer out crits. I actually enjoyed that though, is it a feature/bug? :)

(6 edits)

(Issues now fixed, old post) I managed to submit, but my combat system fails to initialise at all in build, perfect and working in dev though (see video), shame. I shall keep it up as you may enjoy ambling around the maze, albeit as a rather hungry dragon with no ability to eat dorves. :)

(1 edit)

I managed to submit, but my combat system fails to initialise at all in build, perfect in dev though (unity), shame. EDIT: I have fixed the issue with the build, will update submission if allowed.

(5 edits)

I managed to submit, but my combat system fails to initialise at all in build, perfect and working in dev though (unity), shame. I shall keep it up as you may enjoy ambling around the maze, albeit as a rather hungry dragon with no ability to eat dorves. :)

Nice pixel art and music, has a horror game vibe to it.