pygame 4 lyfe!!! very nice to meet the team and i'm so glad to know there is another local pygame dev. i still vow to beat level 5
rentonl
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yo this is pretty sweet! i think the airborne mechanic is REALLY great and I especially like the way you implemented it. adding a z-level dimension to turn-based roguelikes often feels a bit gimmicky and hard to understand, but i feel you've come up with a really nice way of doing it with the UX of the y-offset and elevation number (i would honestly even go a step further and just eliminate the variable room heights and just have a fixed altitude cap everywhere). so many great ways this system could grow, and it would be super fun and satisfying to chain crazy combos of abilities (reminds me a bit of Wu Jian from DCSS). you've also managed to add a lot of pretty fleshed out systems (inventory, map, skills, identifiable items) so great work! it feels pretty complete to me as far as 7drls go. one question: it wasn't immediately clear to me if you gain any damage or evasion bonuses against enemies when you are at altitude 1. it sure feels like you do, but i'm not sure if i'm having a placebo effect lol.
Ahah nice! I was able to get debt free in 13 days with buy max low, and cross my fingers that I can offload on the next city. It's too bad you mentioned it wasn't fun to work on because the UI looks and feels great, especially on mobile! So much room for scaling something like this up and I think it's accessible enough to reach a wide audience.
wow, quite a lot of systems to explore for a 7drl! impressive job! the big standout to me was the top-notch ui/aesthetics in general. mouse controls looked and felt amazing, which is a lot to say for these types of games (although i noticed i could not push the boulder with the mouse). i did really enjoy the dynamic puzzles too, even though they were quite simple it just really opens up in my mind a realm of possibilities of adventure mechanics which could be incorporated more in traditional RLs. i have not yet beat it, but hope to come back to this and complete it.
this is quite fun once you take the time to learn what some of the symbols do (future players: right click is useful). i found it very difficult! i would have liked to see more mobility spells and i think you left the wait action out intentionally, but i really missed it :( the replay feature is really cool and i've never seen it in this type of game before.
edit: i did manage to beat it, but not the "full victory"
this game is really cool + addictive! i really like the active battle system, it manages to feel familiar yet innovative at the same time. i see a ton of room for growth especially with having cooldowns on skills. i'd love to just feel the utter chaos of managing dozens of skills at the same time. the theme is also great! (fan of Root?)
I think ultimately it worked out better for this game to not have the moving camera, and trust me, you probably saved yourself from some headaches too lol. I like the methodical tactics involved here, it reminds me a lot of "Fights in Tight Spaces". It must be some sort of weird social phenomenon that in any given game jam there will always be similar entries.
Thanks for the shoutout! This is a really fun game! I especially like how you get to choose your opponent and rewards to add each round and the animal/reward pairs are not fixed. It feels like you could scale this out indefinitely by just adding more skills and more enemies for tons of replayability. Managing the stamina of yourself and enemies is an interesting mechanic which makes the game feel very puzzley, but I have not yet got the hang of it.
I got the windows .exe running on Ubuntu 22.04 with Proton 9.0-4 in steam. I really like the way the game builds mystery and subverts the player's expectation when they begin to think it's just a simple "search for the exit" game. I've managed to get a few of the "endings" but have not yet figured out why i yearn for the mines. I didn't even know you could make stuff like this in renpy, thought it was just for visual novels.
Staggering amount of content for a 7DRL. I really enjoy the main loop and macro mechanics of managing your farm. It has a bit of a board game feel to it, which I feel helps give it a lot of replayability. I had a few issues with the mouse scrolling controls not letting me see the menu properly when making a choice. I made it to S4 but made a mistake near the end that cost me the game.
oh, you did make a game! an amazing one at that. it feels very unique but also very sunil. i'm pretty bad at the moment (according to high score page) so i'm going to have to play around more to figure out how to at least unlock all the spells/relics.
*edit phew finally got 1000+ score. hope I can hold my position because i don't think i'm gonna do much better than this
I recently used this asset to make some triad type gangster characters in the 7DRL game jam. Thought I would share: https://rentonl.itch.io/cold-brew
awesome set! I used it for this dungeon crawler jam: https://rentonl.itch.io/rouge-rogue
I've finally had some time to sit down and play this at more than a cursory level, and I like it a lot! It is my favourite game of yours so far, and feels a lot more like a full experience rather than a prototyping of ideas. Got it working on Ubuntu with steam Proton. Some random thoughts:
- The overall game loop feels nice. I like knock-back as a primary mechanic, and how crazy the chain reactions can get at a deeper level (even though it's sometimes hard to predict what is gonna happen on an action). I like the risk/reward mechanic of getting chests, and the addition of the timer helps it feel urgent.
- Shop purchases feel meaningful. I think it's a nice idea for a jam game to have a cheap way to refill hp 100% each round. Even though the game is deterministic i still make lots of mistakes so it's nice to start with a fresh character each floor.
- Difficulty feels about right, and once the more advanced enemy types appear you really do start feeling a sense of danger.
- Some of the ui features felt novel, such as showing the knock-back trajectory of enemies and I really like how the dash executes on key release.
- Originally I thought of a few balance issues: maps too big, pistol too weak, cyclone too strong, but I've since changed my mind because: maps really start to tighten up in the second biome, i realized pistol can perform knockback, and cyclone is really your bread and butter and sort of the main mechanic of the game. Still it could be interesting to experiment with some of these things.
- My biggest gripe are some of the controls. I would really like 'X' to also move you down, or at least not perform a wait action, as I've died many times accidentally pressing it. Also, it would be nice if numpad enter executed cyclone or shot nearest target so that I could fully use the numpad controls and keyboard without having to keep switching back to the mouse.
Overall, a really solid entry. Nice job!
Finally reached TOTALITY after some trial+error. Fun concept that could really scale out as much as your imagination allows. Polish and aesthetics are top-notch. Reminds me of those idle tower defence mobile games where you just upgrade and watch and nothing else; but then adding in player control via movement and munching adds an extra layer of skill which I think makes it stand out from those types of games.
Hey thanks for the feedback! Hoping to make the UI more clear in future versions, and yes! It has been beaten a couple times afaik (although not by me yet lol). Balance is definitely a little wonky and I think a bit on the hard side now so hoping to tone it down or at least give player more control of difficulty.
I managed to get it running on linux with proton through steam. Pretty hard game! I haven't gotten a decent score yet. The can knockback is pretty brutal when you get in a tight situation. What was the one twin-stick shooter influence you showed in your presentation? I thought I knew of EVERY twin-stick shooter but didn't recognise that one.









