:D
slashie
Creator of
Recent community posts
Hello all!
For clarity sake, I just updated the last criteria for the traditional roguelike elements:
Original | New |
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 :)
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.
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 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 :))