Nice one! first levels were a bit dull but the challenge ramped pretty nice and the overpopulation theme was fully realized :)
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Cute graphics! the bunny detection felt a bit off but it worked well enough. Would be better for rabbits to "fly" off screen after being hit with the broom (however... I guess they'll come back afterward :"D)
Known issues for TriJam:
- There's a bug in the check for distance to Hero while spawning bats, so, please avoid exploiting this if you want to experience the game as intended (don't spawn bats just next to the player)
- Better visuals, work the contrast, and the character selection to make it more easily readable especially in the overworld.
- In-game hints of the next location to travel to.
- Warnings when delving into out-of-depth dungeons.
- Kakariko Village with some shops!
- Improved sequence for resurrection.
- Scrollable map mode.
- Improved ranged combat with easier to switch ranged weapon.
- Fix bug with characters not being erased when a projectile is shot out of viewport.
- Graphical mode with minimalistic icons?
- Description of enemies and items.
Some roguelike fans have been pretty vocal about not liking at all the removal of permadeath; I get most of them haven't played the game to really understand the rationale behind the change: with the small pool of hit points, and a combat system that puts the player head to head with enemies, it's just too unfair on the player to completely end his run when the hearts run out.
Removing permadeath, however, doesn't remove the "persistence of consequences" that is so important for traditional roguelikes; although your life will be spared and you will be warped to a safer location, you lose one Heart Container, and when you are down to three containers in advanced stages of the game, it just becomes non-viable to continue.
Removing permadeath also doesn't mean you can openly "save scum ", your save file still gets deleted when used, so you cannot save and reload to cheat on exploring a dangerous location or event.
In any case, the game FEELS much better now, let me know what you think :)
Thank you! hehe yeah, I guess I just have to introduce a frustrating aspect in every game I create, even on this one 😅😅
In theory, all the info you need to complete that quest is on that planet, but you have to visit all the cities there and pay a bit of attention. (but a lot of people have complained about it)
Thank you! do you recall under which situations it did freeze? I'm guessing this is from the itch.io version, where I had already removed some overly underoptimized routines, but I guess some still snuck in 😅😅.
thanks! It's weird that it's not running in Chrome because that's what I use. Is there any error in the console?
Also the tutorial should only be enforced once... is this happening in the same machine? Might be an issue with local storage permissions.
Glad you liked it!
Will improve the tutorial re: bombs.
Might continue adding some more elements from Spelunky, if people is interested! (esp. Spelunky nerds :D)
Adding Manfred sounds intriguing! 😈
Day 1 was about 2 hours of work. Transformed "Rainy Day" into SpelunkyRL. Then design and data. Doing data entry from the beginning instead of last day this time.
We also worked on an awesome music track for the game, inspired by Spelunky but with the Gecko touch. https://clips.twitch.tv/HyperAssiduousShieldWOOP-ZSCvAr9O4xAzIuoU
My entry this year will be a pure character-based display game, just like last year, and the year before. Don't worry about other games "overshadowing it"; just have fun and make a fun game.
I think in this case you would just be deferring the map generation to a procedure happening in the brain of different players so it is still procedural generation vs. having fixed content in the game.
Hi, thank you!
You need to put the 64bit jcurses DLL in the `lib` directory, you can download it from here: https://github.com/slashman/libjcsi/blob/master/lib/libjcurses64.dll
Just delete the existing libjcurses.dll from there, put the new one, and it should work!