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spillz

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A member registered Mar 05, 2022 · View creator page →

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No probs that I can see compiling this from source on a chromebook with default tcod and sdl libs on arm64 linux using the provided makefile other than weirdly needing to export the location of libtcod header location to the g++ header environment variable. I was also able to run premake without python2  as I only have python3 on this machine and I can run the wtf_bin binary directly.

So far, gameplay is rock solid but it's definitely a task to figure out how to play. A lot of keys to remember...

Don't be too hard on yourself! You only had a week and you really accomplished a lot in that time and it's a very distinct roguelike. I can also see this would have been tricky to design because your survival horror theme benefits from a bit of opacity in the systems and mystery as to what's going on. But yeah, a more player friendly on ramp would undoubtedly increase your potential audience a bit. A lot of 7DRL's have accessibility issues like this though. My collaborator this year, James, has a friend he uses to give his entries a test around Day 6 and often gets some good feedback on accessibility from that.

Re the torch, I was often in the tall grass where the torch doesn't do much so what I was missing is that you are in fact winding the torch, which gradually increases the range. There might also be a bug here because sometimes winding seemed to not respond to the key press even though it looks like it should.

I plan to give it one more session this weekend and hopefully I'll at least get to the last level. I still haven't figured out how fear works yet either so hopefully will sort that out too. 

Cheers!

Very interesting! Still testing but Enter to restart on the gameover screen is not working in Chrome. 

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I've been persisting. Still confused by the torch -- I assume that's what's beeping as it runs down? But pressing e sometimes works sometimes not but I don't notice a lot of difference in lighting. I'm sure this is user error.

Also I'm struggling with the difficulty/variance. Some levels I find the needed item very quickly and can zoom to the next level. Others I have to search for quite a while and usually get killed before I find it. Enemies are brutal but some more brutal than others even on the first field. E.g., sometimes enemies have 7 health vs others that have 2. There's not often a way to escape them once they have you in their sites and you quickly run out of ammo.

Also the game says "1 of 4 fields cleared" from the very start of the level but I assume that means I'm starting the 1st of 4 fields?

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Hi wook. This looks interesting but I'm having some issues getting started. I'm not sure what the lantern or battery do because when I hit those keys not much changes -- I must be doing something wrong. I'm also not sure what my objective is in each level/clearing. Sometimes I find one of the blue items but I can't pick them up, sometimes I get a message that says something like clearing found. Occasionally I get a freeze up and can't move at all. Also getting quite a bit of lag in the browser (this is during the enemy activation phase after I spend my action points). Any additional tips? Thx.

Trying to test but I get a compiler error. Any idea what I'm missing?

c99 cyanDreams.c ai_pred.o ai_prey.o ai_pet.o events.o genMap.o map.o mon.o paint.o item.o monNames.o logging.o -o cyanDreams -L./libtcod-1.6.0/ -ltcod -lm -g -Wall -I./libtcod-1.6.0/include/  -Wl,-rpath,.

cyanDreams.c: In function ‘userInput’:

cyanDreams.c:314:7: error: a label can only be part of a statement and a declaration is not a statement

  314 |       int moveAction = inputMovePlayer(key.c);

      |       ^~~

cyanDreams.c:344:7: error: a label can only be part of a statement and a declaration is not a statement

  344 |       static int tick=0;

      |       ^~~~~~

I also couldn't play it on Linux or the source version on Linux. The source zip was missing the binary/text blobs but even when I copied in and compiled the on-screen display was corrupted.

Thanks! Will try again with this new knowledge.

Definitely one of my favorites of 2023. Finding it very hard to get to much more than level 2 though. Could I get a few clarifications? The player has 4 way movement and guards have 8 way? If you melee a guard but are stuck in a corner with no way out then you are basically cooked? (e.g., no way to push the guard, jump the obstacles etc?) The guard line of sight indicator  seems to go through some of the obstacles but the guard still cannot see you -- this is just telling you what the guard could see if the obstacle wasn't there?

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ah, never mind. figured out that you have to exit the level to gain the powerups. Do you have a description of the powerups somewhere?

Hi,

Currently there are two options for embedding a html5 game:

  1. Embed in page w/ specific pixel dimensions or inferred dimensions for Unity games
  2. Fullscreen

I don't develop with Unity but I do make my games scale to available screen real estate rather than run in fixed pixel dimensions -- this is much friendlier to end users. For my games, the only option where that works is to use fullscreen option but my testers have complained that don't like the game popping the browser into fullscreen mode. Could we please have a setting that launches the game in what at least looks like an empty browser with the entire client window available to the embed? Would be much appreciated!

Yeah, the Android gamepad support is sadly broken on my Kishi (and I suspect most devices) because even after I remap buttons, the mapping used for the menu conflict with both the default mapping and my custom mapping. E.g., if I try to use the whip by pressing B, I get the menu and the whip simultaneously and the jump button A will simultaneously exit the menu  and jump in the game :(. Probably a really simple bug to fix.

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Nice game! Plays nicely on Chrome. The caravan and party are great innovations on the standard RL formula. Play intuitively and visually very appealing for a text-based game. Game could benefit from some sort of story elements or objectives to push the player forward. Also towns that do something, caravan repairs and upgrades, and more interesting items and creatures to encounter.

Thanks for playing. The feedback is very helpful as I continue to work on the game post Jam. I hear you on controls and plan to add full key customization and gamepad support. Gamepad is a must for me too for this style of game.  

Re the power cells (green dots) that you can't reach, you do have a jetpack in your inventory (Q to toggle through inventory items, E to use them -- there are bugs here...). Currently the dots aren't used for anything besides score. There are plenty more on later levels.

Re understanding how to get to next room, I gather you are suggesting I add some sort of prompt to press up (W) to enter the door.

Re level gen, loads more is coming here.

Re art, full credit to the original artist for the sprites. I loved the look and only made very small tweaks to get them to work in the context of the game. The trick will be animating them. Hmmm... Maybe he's up for a commission.

Excellent little game -- another I'd love to see on mobile. Pick 1 of 2 powerups are great and something I wanted to implement in my entry but ran out of time. Took me a sec to get the controls but I accidentally skipped the intro so may have missed the instructions :)

Plays well and looks great! Perfect for mobile :)

Thank for testing! Yeah, the level gen is basic and buggy but I have plans. The jetpack, wrench, and grenade inventory items can get you out of jams and you do need to plan your route. There are also supposed to be pickups and upgrades but I ran out of time for this version. Controls could use some love too :). 

Ha, this makes me want to quit my own effort :). Brilliant work.