Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

slashie

489
Posts
20
Topics
1,199
Followers
29
Following
A member registered Nov 08, 2014 · View creator page →

Creator of

Recent community posts

:D

Gracias Mr. Machete!

only possible because of your work in JSRL!

Yup, a first person turn based dungeon crawler would fit within the guidelines of this jam.

(1 edit)

Hello all!

For clarity sake, I just updated the last criteria for the traditional roguelike elements:

OriginalNew
Gameplay that is focused on the development of A character, or a party of characters (no abstract puzzle or "god" games).Gameplay that is built around a single character or a small party of characters.

Hopefully it shouldn't affect the "eligibility" of any entry, but please let me know if you have any question about it for your already in development entry :)

Please add a screenshot to your game page. Thank you! :)

This should actually read: the goal is to produce a complete game within the jam, however, if you develop post-jam versions of your game, please keep a link to the original version for reference.

Maybe this would be easier to explain if we stuck to "a single main character (controlled at any given time)", but not sure if that would be too restrictive.

Bump combat is not mandatory. "non-modal" or "single command set" interaction (as in exploration and combat sharing the same interaction space) isn't part of the traditional roguelike criteria for the jam.

That one's a bit awkward but basically it's to set the games apart from tactics-like games (i.e. you are a "god" commanding many, many units) or puzzle games (like Tetris, Minesweeper?) which someone could make a stretch to say they are traditional roguelikes...

I'm not really sure if it'll survive til the next Fortnight.

3D is fine as long as as gameplay is turn based! also it doesn't have to be medieval fantasy at all.

yup, the theme is "roguelike" as per tradition :)

Oh Gloria inmarcesible! :) saludos desde la feria de las flores!

That looks like a question for Emerald Woods, not Stygian Abyss, maybe? in there, being hungry or sick will damage you, and not resting well will reduce your max health.  Bedroll cannot currently be crafted, you'll need to find them in some abandone place :)

Unfortunately, packing this game as a downloadable isn't as simple...   I want to do it, need to set some time aside.

Thanks for playing the game and posting the gameplay, I'm happy you enjoyed it :)

Thank you for your feedback as well! 

Thank you!

Thank you!

Thank you for your feedback! very useful!

Thank you!

Thanks for pointing it out! I just added the README and the license file :)

Also, thank you for playing; I'm glad you enjoyed your time. Frustration for getting lost is a common concern and this seems another case where I should have caved-in to the obvious and add some navigation help... maybe at least a compass if not a minimap.

Thank you! all of these are good suggestions!

Thank you

Thank you! this has been fixed in the improved version :)

Thank you for playing!

Yeah, I think I could add some feedback when player is teleported to avoid confusion, both sound effect and some message :D

Running from fights is a good strategy, but you can't always do it so gotta be careful to prevent being cornered!

I fixed the perspective issue a bit in the improved version, thanks for pointing that out!

Thank you for sticking to the end, wow that was a close call! 

The improved version addresses a little bit  about strategy: in short, you should dance around a bit to avoid being hit, instead of just bashing the enemies and receiving hits (but it's hard to communicate that!)

There's also a single way to recover health, but you shouldn't really rely on it (rather try to avoid damage on each run and hope a little bit of luck is in your side :))

Thank you!

Thank you!

Hmm yeah, I could have added some kind of "shading" to the walls while keeping with the minimalistic ballpoint pen style. :)

The decision not to have a map was deliberate but as always it's hit or miss because it requires players to really commit to the game.

Thank you! :)

Thank you!

Thank you! :)

Thank you! I actively decided not to use a minimap but could have done a better job to prevent disorientation some other way :)

Thank you!

Thank you! I agree it could have made much better with cues in the wall, or furniture in the levels. We actively decided not to use a minimap but these thing could have helped a lot, I will consider them for future updates :)

Thanks! I already created an improved version of it and am thinking of possible adding some more content :)

Thank you for givig it a go!

Thanks! There IS a way to recover health but for the most part the idea is to avoid being hit by dancing around the level and timing your way in combat 

Thank you!

I hesitated to include a map because the feeling of getting lost was part of the design but I understand it can create a lot of frustration. I think including some furniture to the level would have helped a lot but there just wasn't enough time :/

Thank you! Glad I managed to evoke that feeling :)