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sportzer

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A member registered Sep 22, 2015 · View creator page →

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It took a bit to work out what was going on, but it's a neat spatial puzzle. Getting through a single run was fun, but I don't know that there's enough depth currently that I'd replay it. The strategy mostly seems to be comboing items that add damage with items which can achieve large damage multipliers, with limited variation in how you go about that. Defending against enemy attacks was nice when you could pull it off but seemed less relevant latter in the game as enemy damage numbers got too big to effectively defend against.

A few quality of life features I would have appreciated:

  • The ability to undo actions (at least for moving items around, attacks would be nice too but IIRC there's an item that draws an item from your deck when it breaks, making attacks nondeterministic)
  • A damage total for the entire attack and/or a preview of enemy health after the attack
  • An indicator for which side of the suitcase would be on the bottom after the attack to make it a little easier to reason about how things would be moving around

Overall, an interesting concept executed with a nice amount of polish.

I love the way the ascii graphics, bullets, and explosions look and the turn based dodging of projectiles was a lot of fun! It tended to devolve into a game of dodging the initial volley of bullets and then dealing with the few enemies that managed to survive all the friendly fire, though, which presumably wasn't exactly what you were going for. I did enjoy the chain explosions and getting enemies to hit each other, but the current rate at which it happens seems a bit excessive. Still very challenging and satisfying to complete a sector, though.

I enjoyed the stealth aspects of this game, but combat felt overpowered. Probably item use should take a turn (I'd probably keep it so the enemy that you attacked doesn't get to move, but it's a bit weird that all the other skeletons stand still and wait for you to kill your target).

Some other highlights: the lucky item mechanic is an interesting alternative to HP, and the map generation looks great and works well for stealth gameplay.

My main complaint is there's a fair amount of jank in the controls (this is playing in the browser in Chrome):

  • As you noted, moving stuff between the belt and pack when one of them is full can soft lock
  • If you have enough items then pressing 'L' just immediately moves the item in the 'L' slot of your pack to the belt
  • Movement keys like 'A' and 'C' will still cause you to move even if you press them while interacting with the belt or pack
  • Inconsistent lettering of belt items, if the first belt slot is empty and the second one has something in it, then the move to pack UI will label that item with 'A' but 'B' is the control that will actually move it to the pack
  • The auto targeting on weapons often picks a far away enemy to aim at instead of the closest one (and something like Tab to rotate between valid targets would be a nice quality of life feature)

A few other notes:

  • Skeletons don't block movement
  • It would be nice to able to drop items
  • It's not obvious what the win condition is. There's a down stairs on depth 10 that isn't usable. I eventually tried ascending back up all the way out of the temple which got me a win screen, but explicitly stating that you need to do this after getting the amulet would be helpful
  • The game doesn't let you move into the top row or left most column. I saw a down stairs generate on the top row once, but it was depth 10 so I guess it wouldn't have been usable regardless
  • Going up stairs seems to result in a bunch of unkillable enemies with no HP on that floor. It works pretty well from the perspective of making ascending with the amulet challenging, but it's not clear that this is intentional

Anyways, I think there's a pretty great core here (and even with the issues it's fun to play), but it needs more polish to clean up the bugs and adjust difficulty (descending is pretty easy at the moment since it's pretty easy to just kill everything).

Thanks! That fixes that issue, but I'm now stuck at the end of the Cathy scene with !GotoContinueButton;;;GetTicket

I ran into a bug while encountering Cathy where the text GotoContinueButton;;;CanneleRageMania appears on screen and there doesn't seem to be a way to progress past that point. I'm playing on Linux, if that makes a difference.

Another (but not game breaking) bug I ran into was an error in the Hee Cup scene complaining about $victory = true using an assignment operator instead of an equality operator.

Otherwise, I've been really enjoying the game, it's unreasonably good and the conspiracy board in particular is great for making you feel like you're piecing together the solution to some large overarching mystery.

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This was a lot of fun! It took me a handful of tries to win it, but experimenting and figuring out a viable build was pretty satisfying.

Having to power up your ship at the start of combat was nice because it meant that there was always a risk of unlucky early card draw killing you even if your overpowered deck was steamrollering most enemies. That said, the only strategy I found for mitigating that was stacking my deck with a ton of engines since besides having a basic or fusion reactor, none of the topdeck cards seemed consistently useful enough to justify having them. Once you're drawing back up to a full hand every turn, you can use all those evade cards you also have to survive pretty much anything and take your time sifting through your massive deck looking for the cards you need to actually do damage.

I also appreciate that the enemy was playing by the same rules since it led to high variability in what the enemy was able to do, sometimes failing to play anything useful and getting crushed and other times getting an advanced weapons system out early and causing problems. It also led to an amusing accidental cheese where I let my opponent clog up their hand with 4 evade cards so they were only able to play 1 card per turn.

Another observation, early on it's advantageous to fight all the enemies to build out your deck, but once you reach the later sectors it seems better to avoid as many enemies as possible since they don't drop better cards and there's a very real risk of dying to unlucky card draw.

I feel like the game would benefit from more enemy types (maybe including some mini-bosses and/or a final boss) and a bigger variety of cards, but it's a nice amount of content for a 7DRL.

Thanks for the feedback!

If you haven't tried using the examine feature, it lists all of an enemy's special properties (well, except for a few last minute behavioral changes to spiders). I do think there's room for communicating more information without relying on examine, though. Poison is probably the worst offender here. The only place it's explained is if you examine a creature which is already afflicted (potentially yourself). A message log hint like "You can remove the poisoned condition by waiting" the first time per game you're poisoned would probably help a lot. Also, at one point I planned on including static properties like "flying" in the monster list but didn't actually end up implementing it and I can see it helping as a reminder/hint of what the enemy does.

I don't really have an easy solution for diagonal movement clarity, though. I'd probably have to rework my entire UI stack, which I'd like to do anyways at some point though not necessarily for this game specifically.

In any case, I probably won't update the game until judging is over, but I've added some hints about using examine and what status conditions do to the game page.