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smelc3

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A member registered Jan 21, 2016 · View creator page →

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Ah damn, it's a glitch in my random map generation algorithm. I did remember it should normally check any generated map for a path between the starting point and the exit, and discard the map if it's invalid. Normally this was tried 10 times before failing, but the generator was good enough that I never witnessed three failing tries in a row, so the 10 times was normally perfectly fine.

Sorry :-)

@themandylion> what is that? A level where there is no path to the next level? I don't remember what the omaga sign is for. Is that the game start?

Thanks Mrcrazy777, this means a lot! I'm glad you enjoyed it.

> a bestiary/grimoire to track all the discovered monsters/spells

That's a neat idea!

@898i> it's a pretty complete game already 😉 What would you want to see in an update?

Your duty will end soon, but your feats will be remembered forever!

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Thanks IndeedIExist, this is really heart warming to read this ❤️ I'm glad the game was good enough to keep you interested over the years! This is really how I had always envisioned it: like brogue, difficult but not impossible; and every run is interesting.

There are 14 depths now.

Technically that would be possible, but right now the number of depths is fixed.

Hey Omegalayers, thanks for reaching out!

No the number of depths is bounded: there are 14 of them if I recall correctly.

I don't remember :-) Can't you turn enemies into allies somehow?

Thanks for the report, alas I don't develop this game anymore :-(

Hey insomniac_lemon, thanks for the advice 👍

Unicode characters can go a long way indeed, but...  you need to have a bitmap font that has all the ones you want to use :-) The one I used for Dungeon Mercenary was quite complete w.r.t. to others that were available, but it was really years away from the font you have in a browser.

Interesting point about the too many hovers. I had never thought of that.

Thanks for your feedback, very much appreciated 🙏

https://smelc3.itch.io/rogue-vs-evil was the follow-up of Dungeon Mercenary and works on Android, but there were early technical choices that made supporting Android well quite tricky :-(

Yes, when you wield two weapons; you attack with both of them. Pretty powerful 😉

There is a limited number of skeletons in every graveyard, so eventually you will exhaust them. But there is no way not to trigger them 😄

Not really, you loose the benefit that a shield brings, but that's all.

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Who knows, maybe I'll do another game one day. After Rogue vs Evil, I had planned to stop, and finally I published https://smelc3.itch.io/pixel-card-wars

All my games were dragged down by a clunky UI (UI is hard!) Maybe one day I'll do a UI-less game, such as an infinite roguelike without levels (infinite flat map?). But it will be using another tech than Rogue vs Evil, because I always like to learn something new 😸

Hey EruditeFigglebottom, thanks for the encouragement, but I indeed stopped developing this game since quite a while. I had written a little postmortem regarding why I stopped it; http://hgamesdev.blogspot.com/2019/01/this-is-end.html

Maybe that will interest you! Cheers and enjoy other games! 😄

Alas it's quite tricky to add the save feature on the web version, which is why I didn't do it in the first place. It's not planned to be added, as I don't update the game anymore, sorry 🙁

This is impossible in Dungeon Mercenary but the game I did afterwards (Rogue vs Evil: https://smelc3.itch.io/rogue-vs-evil) is basically Dungeon Mercenary with pixelart graphics and slightly simplified mechanics. I never pushed it as far as Dungeon Mercenary though, because of lack of interest from players 🙂

Hey vister71, thanks for commenting. The game logic of the description is quite tricky. It seems possible to me indeed that a discrepancy sneaked in between the description and the actual effect 🙁

No updates are planned as the game is pretty complete.

As you do more runs, you will find that the game is hard, but not impossible :-)

Yeah I understand, sorry :-(

Hello and thanks for the kind words 🙏

Unfortunately it is impossible to change the keybindings :-(

Thanks for your reminder.. Because it was easy, I changed my itch username to smelc3...

Yes, but unfortunately I learnt it long after having chosen my itch handle :-)

Yes indeed the Next button is unplugged for now. I am adding the next levels these days. Here is one: 



And another one fresh from my tile fondry:

Ah permanently telepathic... Here's a hint: you need to drink many potions to obtain this achievement 🙂

Where did you find the psychic achievement? There is no pyschic achievement in the Achievement screen.

If I remember correctly, the scores are stored on the GameJolt version: https://gamejolt.com/games/dungeon-mercenary/151692 because GameJolt provides a persistent state API.

Or alternatively you can use the desktop version.

Thanks for the nice words 🙏

I'm not surprised there are bugs, because this is still a prototype. Before the first true release I will thoroughly test all interactions. If you have further details on how you did this, please give them to me; because - at first glance - I can't reproduce it.

Did you witness some bug, like you could play this card while you had no mana?

Thanks for the report.

I'm changing the text to All enemies lose 1 HP 👍

I pushed a new version (31cfb5f) that should fix usage of Plague. Can you confirm?

Regarding 1. what do you have when you hover on the Plague card like shown below. Is the green "target" rectangle showing the enemy's part? (like on my screenshot). Or is it showing your part (the one with blue backgrounds)?


That's a cool idea 👍

Hi Flowershirt, thanks for your kind comment 🙏 No update is planned for the moment.

The desktop version of the game features saving progress. At the time I wrote this game, I don't think itch was providing a way to store data for the browser version. I could have done it with browser-storage but it's a bit cumbersome for technical reason; that's why I didn't do it.

Thanks for the report.

Yes I have such cards in the back of my mind. It's a bit more complex to implement because it makes the stats of a card depends on other cards, which is doable, but a bit more complex than Discipline. That is why I started with Discipline. As the decks grow, the kind of card that you describe will likely be introduced 👍