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Second Place Games

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A member registered Mar 24, 2019 · View creator page →

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Thanks for checking the game out, everyone! The jam was fun. I'm working on an improvement of this idea here: https://secondplacegames.itch.io/cadaverdasher

Neat concept and crunchy item stats! I would agree about wanting an indicator for weapon range as the other commenter has said. I like the simple approach to armor stats. For as much variety as there seems to be in equipment, I wish I had more control in choosing my equipment to create my build - it felt like in practice I would just step on items and pick them up throughout the combat incidentally.

Neat mechanic! Combat was fun and once I realized the direction I needed to pull it became pretty intuitive to cruise around and fire things back at my enemies. I was also a little confused by the chests, but I see your other comment explaining them. Good job!

I think the basic idea is really good! I thought the input was a little confusing and I somehow managed to get myself into a state where I couldn't enter an action at all after cancelling. There was a surprising number of enemy types and qualities and I really like the "combine two classes" build. I think with more work this could be pretty interesting!

Nice job! The letters-as-resources idea seems interesting, but in my short playtime I didn't really notice it become something I  had to keep in mind. Movement is a bit slow with having to type the direction each time and then wait for the animation, maybe increasing animation speed during movement / enemy turns could help there. Have you thought about a penalty for mis-typing? As far as I could tell there wasn't a penalty for mistyping, other than a little wasted time.

Nice game! Interesting mechanics with picking a spot to park and trying to build up your undead horde.

Really pleasant and clear aesthetic. I was wondering how multiple spells would work in the interface, and liked the alternating spell list implementation. Nice job.

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This was great! Really good simple visual communication with the enemies lighting up. I wasn't totally clear on the difference between the weapons - was that affecting my rage attack types?

Nice game! The powerups play well and the courses are simple but interesting enough. The little "story" at the beginning adds a little character, too.

While it isn't complete, it's playable, has a lose-state, and demonstrates the main mechanic: rob graves to collect resources used to raise an undead army. Use your army to fight the cemetery guards.

I think that the game play idea has promise - I'd be curious to hear people's  thoughts about it, especially any ideas to take the concept further post-contest.

We used Godot to create the game, which I'm still pretty new to. We used the "GoRogue" C# roguelike framework to handle the map, line of sight calculations and some other conveniences. The tilemap in Godot is constructed and rendered dynamically every time an action occurs. 

We (Second Place Games - one programmer, one artist) submitted our roguelike "Grave Robert": https://secondplacegames.itch.io/grave-robert-7drl2022

While it isn't complete (submitted as "Incomplete") it's playable and demonstrates the main mechanic: rob graves to collect resources used to raise an undead army. Use your army to fight the cemetery guards. One of my design inspirations was "Rift Wizard," specifically the experience of having a ton of minions swarm an area and destroy your enemies.

I think that the seed of game play shown in the game has promise - I'd be curious to hear what people thought about it, especially any ideas to take the concept further post-contest.

I used Godot to create the game, which I'm still pretty new to. We used the "GoRogue" C# roguelike framework to handle the map, line of sight calculations and some other conveniences. The tilemap in Godot is constructed and rendered dynamically every time an action occurs.  I spent probably too much time building an ASCII text file map loading system and not enough time creating levels!