Looking in the game's folder, it might have to do with the icon program being the most prominent executable? It's in the game's root. I don't know how itch.io's butler works but if it just latches on the most visible exe that might explain it.
rodneylives
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One point of difference with the arcade game is, it was very lenient with the knockback from doors. If you open a door with the knob on your side, and it knocks you into a cat, in the arcade the cat would be knocked out and you keep going. In this remake, if this happens, you lose a life.
It makes the microwave doors much harder to use effectively. I just had a game where every time I died it was due to this!
This is a pretty fun game! One thing I find it really needs, though, is a full screen mode. During the action, it's very easy for the mouse cursor to leave the bounds of the window, causing your skeletons to get lost. Or even worse, when trying to dodge, clicking outside of the window and causing the game to lose focus! It's also kind of hard to see in such a small window?
Hello! I have bug reports... some of these may not be bugs, but I figure I should report them just in case, all of them seem like a thing that may be awry.
* Shift-H conflicts between quick play move left and Help
* Game's ID game and food clock seems really easy: you begin with several extra scrolls of identify and a lot of extra food. I was tempted to leave a Ring of Regeneration on generally?
* You can move diagonally in corridors, and even through doors. This may be a design decision, but Rogue itself doesn't allow that.
* Maps have no loops, there's only ever one way to get anywhere.
* You can see parts of wall intersection tiles that shouldn't be visible.
* On normal levels, once seen, you can always see a tile's contents, even if you move far away from it. It makes the potion of Detect Monsters less useful (although it's never been really useful, even in Rogue).
* On dark levels, the reverse happens, which is even worse: you instantly forget the existence of walls when they leave your sight, making it difficult to get around.
* Quick play doesn't cut corners in corridors.
* Leprechauns don't teleport away when they steal money, Bats don't move randomly. These could just be design decisions though, they seem very obvious.
* Wands of Slow Monster don't have the expected effect? I'm not sure what they even do.
* There might be some confusion with ring hands when removing rings? Sometimes when I took a ring off, the wrong ring was taken off.
Sometimes the Zap command assumes the item you want to use? Not always though, it seems uncertain as to the circumstances. Maybe it's a keyboard interface issue.
* Monsters know where you are even if you're not in sight of them, and can pathfind directly to you. Rogue sometimes had monsters that magically just knew where you are too, though.
* Specifying an object on letter P at a prompt can result in inadvertent prayers. (For me, it happened after quaffing a potion on P.)
* Monsters seem to get a turn before magic effects aimed at them occur. This is what ended my first game, I was next to a Medusa, tried to teleport it, but the game gave it a parting shot.
* Cancellation doesn't seem to work on Medusa or Phantom? This is also connected with that game-ending occurrence. I zapped a Medusa, but she was still able to confuse me; it's possible that a nearby Phantom was in the way, but if it was it should have become visible?
Still, all in all, a good implementation generally! I'm sure bugs will get squashed over time. Thanks for making this!
I can understand that. It feels like the whole world is full of things, and so few of them are interesting, and the only way to tell what they are is to look at each of them individually.
It's something we're trying to combat at Set Side B, but we only have a limited amount of time and energy too. Sigh.
Interesting idea. My notes:
- Starting people on the middle difficulty by default, when they're not even sure how to play yet, seems like a bad idea.
- The high score screen forcing players to enter something is annoying.
- It wasn't obvious what color the next piece was going to be. After some examination I found where it was indicated, but the fact that the block wasn't that color seemed unintuitive.
A little bit of ambiguity in the rule description messed me up. When it says "Up to 2 cards can be placed sideways onto any other card," It doesn't mean up to two cards can be placed sideways onto a single other card as many times as the player likes, instead it means, up to two single cards can individually be played onto non-sideways cards over the whole board at once. I was wondering why sometimes the game wouldn't let me place a sideways card until I parsed it correctly.
Gamepad controls should just "work." There's two different kinds of gamepads: the old USB type, and the new Xbox 360 style (and I presume the Xbox One type as well, which I hear aren't compatible). Those two types have completely different interfaces in Gamemaker, and I forget which I had implemented. It really could have made hardware support there easier.