Thank you! So kind of you to say!
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Thank you for checking it out! I've gotten the sound effect feedback a few times but I am totally clueless on what it would take to do that.
Was the unlocking part fun or more of a chore? Also curious if you liked the permadeath. The original gave you infinite revives but would reset your score to 0 each time.
Play as Nemesis and see if you can eliminate 5 members of the Special Tactics and Rescue Service, S.T.A.R.S. The T-Virus is your ally, giving you the power to infect any weakened enemy and take control of them.
Resident Evil RL is a coffee-break roguelike where you try and get the highest score possible.
I think it's neat too! I also was thinking about the AI Director and named one of my classes director.js. Though I must admit that I didn't actually read about how it works.
I have another idea for a game that your project would be useful for. You play a merchant who is always being hit up by the "heroes of light" or some other BS that wants a discount so they can "save the world". Then after they die you have to go collect the gear they rented. This would be neat for generating stories about how they got to you and how they died, and could serve as your clues for tracking them down.
Thanks for sharing your project!
Thanks for trying it out! My brother gave me some feedback about the infect mechanic and I added some info to the tooltip, but I agree that it still needs more. He also thought I could do it through some plot dump when you start. Do you think that would work well?
A lot of fun and definitely more punchier movement than the early version I tried. I feel I should get points for hitting more than one ball in a single move. Could you display the score while we are playing?
I wondered if chess could be good for a roguelike and this is a great way to do it. I didn't understand why I would take damage after clearing all the enemies so that's something that could be indicated better. Great job!
I like the idea but it's a little sparse. Either more enemies or autoexplore would be good here, though I don't really expect autoexplore in a 7DRL :). Maybe shrink the levels a bit and have more enemies to avoid and it would be nice and tense. I found the first two levels to be more populous than the later ones, and i stopped around level 5.
Well done, and the mechanics are really interesting. Thanks for making it and I hope you can get feedback from some differently abled folks to see if you did well on the accessibility front!