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st33d

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A member registered Mar 16, 2015 · View creator page →

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This thread on the Bitsy forums answers this question: https://itch.io/t/234122/how-do-i

Bear in mind that Roomba Quest uses an older version of Bitsy and some special things like gate-key interactions I had to use a tool called Borksy to hack the game so I could make special exits. But in modern Bitsy you can do these things without any external tools.

I have a few issues to fix that I've noticed whilst making levels, but next on the to do list is variations on the doors ie: degrees of being surrounded by wall, ally door (would need to be buried under wall or wall-ally-boxes), maybe a door that subtracts progress to let you escape to an easier room, etc.

After I'm satisfied the door variations work I'm going to look at quests for endless mode. You would start endless with an objective. Though it might be hard to have "kill X amount of Y" without knowing if Y ever gets spawned enough for a seed.

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There's no death log with undo so I guess I need to make a pause screen that feels like a notebook.

However, I feel like you've hit on a point that the endless mode needs more intimacy. How else would you get to know the beasts. It's currently like a sweaty puzzle nightclub. But there's no chill out room. Just corridors full of noise till you hit another dance floor. Maybe ally-doors could help if I buried them under the right elements.

I've made a key but your DMs are locked at the moment.

You got an email or twitter I can send a key to?

I will update this post when I realise people keep asking me something. If you want to ask me something my twitter account is here, you can submit bugs or complaints to this thread, and you can tell me about your crazy ideas that I just have to put in the game in this thread.

Is it coming to Steam?

When a full puzzle campaign has been created and the endless mode is in a state I'm happy with, then the game will be released as an Early Access beta on Steam as well as on itch.io. I'm developing the game as a hobbyist not an indie developer so it will take a long time.

Is it coming to Switch?

I don't have a Nintendo developer account as an individual. The game would have to be popular on Steam for me to negotiate an opportunity to sell the game on Switch. We'll have to wait and see.

Is it coming to mobile?

Eventually the game will be available for android and iPhone but it is absolutely last on my to-do list. Creating and maintaining a mobile game is quite stressful - I speak from experience. The android version will be available on itch.io and I will likely beta-test it here before anywhere else (unless Apple come knocking with a wheelbarrow full of cash, which is highly unlikely).

When will it be finished?

I don't know. I spent several months trying to design the right kind of raw data the engine would use. Something that would take up little memory but allowed for a lot of complexity. The intent was to make sure I wouldn't hit any development road-blocks later on. Projects I've worked on before have suffered because there was no raw data to begin with.

I may have planned ahead for Unending but this is still something I'm making by myself in my spare time. Any progress with the user interface will be glacial - I do not enjoy it. Otherwise the game is quite fun to work on.

How much will the finished game cost?

I'd like it to cost $20 or more. Enough so that putting it on sale would actually mean something.

I trained as a fine artist so I can't really be lectured on the value of things when I've seen actual piles of garbage sold for around $10,000 that will only appreciate in value (unlike any videogame). That doesn't mean Unending will be overpriced, but it does mean any comments I receive saying it is won't be taken seriously.

Unity.

I had a lot of complaints about turn speed recently so I'm guessing I may need to figure out how to publish a smaller web demo.
Though I am also making undo faster, adding input buffering, and variable turn speed.

That;s the plan :)

There is already a bullet launcher - the spawner-bullet. I don't want to make new elements that repeat what's already there. This gives me an idea for a cluster bullet however - like the cluster-turner.

I have already considered other exit types - they could be shielded. They could be ally-doors that have to be released by scroll blocks or fighting. I am considering a key-passive for the puzzle mode (you must kill all key enemies to unlock the door). The key might be a good addition to endless.

The endless mode is not finished and neither is the game. The progression is a ramp upwards - whereas desirable progression should be like a sine wave. Developing an algorithm for this is very complicated and takes a long time. I have no intention of letting one finish the endless - you can finish ending, this experience already exists and does not need repeating. I am however considering achievements that one can search for, or quests. It's important to investigate a game experience that has no win state. I understand that a lot of people will be angry or upset that they cannot achieve closure. The point is to keep researching mechanics and play to find a space where a win condition does not need to exist. I don't expect this to be easy or quick to resolve.

Thanks, I'll bear this in mind.

In future could you post this feedback in this thread please: 
https://itch.io/t/657813/bugs-and-accessibility

Tool tips when you mouse-over an element are on the to-do list.

Not keen on variable undo. Undo is a bad reward. It's the wrong message - for being good at something you are treated like you are bad at it. If you carry on being good then the undos are worthless. Undo is for learning. I will likely add the option to turn it off, but definitely not a mechanic to get it back.

Levels are never generated on top of each other because the code requires to the rooms to be separate for a lot of mechanics to work. Duplicating a room as part of a level progression might be an idea though.

There are no trains - they are implicit due to the HOOK passive (press P to open the editor during a game). There is only a single layer of data, no floor, no sky. This rules out a lot of cool things like jumping over stuff and pressure pads. Maybe something could take away passive abilities like HOOK and WALL - but it would be very boring with no passive abilities around. Or maybe it could trade them - unsure what would be good. Ideally I'd like to be able to do an ally and enemy version, unlike the scroll tile which doesn't really work for enemies.

The level state doesn't keep a record of previous turns (the undo stack is just a pile of level states). So time travel isn't possible. The level data is simple and clean and must stay that way. If we had an enemy that changes state over time, then we could target that property. That's probably something that needs to be made - an element that switches behaviours.

I have arthritic hands. I can't find a way to turn off rumble so I can't play without your game hurting my hands.

https://st33d.itch.io/six-match

Nebula was pretty bad: http://www.nitrome.com/games/nebula/

Sorry, I can't actually solve this problem. Flash is no longer supported. There is no way for me to recompile the game with infinite save storage.

I will remove Red Rogue from circulation.

Whoo hoo!

Only the intent matters. Fairies are fine if you use the word rouge in any other context.

I will be visiting hell for different reasons.

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Didn't have enough tokens for any other features sadly, only enough room for bug fixes (they eat a lot).

A map would have been nice but I never felt the need to backtrack. Ammo would have solved the balance issues in the late game but I didn't think of that during the jam. (It's a pretty good solution and would have meant more experimentation and OP guns.)

Given more time and tokens I would have been an idiot and just added more monsters and guns.

Subscribing for Windows. Godspeed Jeff.

I ran a game of this recently and everyone loved it. More zines!

Maximum fastidiousness is the only answer! Remember, you are are roomba - leave no debris in your wake.

Will sit on the Xs till someone else complains as well. Or I might add a setting for them to instantly fade in. Will add a fade out-in to the end of the animation so you can see underneath. But I also plan on adding a mouse-over tool tip.

Wall-allies can already push objects. Wall-player is already possible but it needs to have its own food clock and I've yet to figure that out.

Multi-enemies are cool. I have added it to my todo list. I might be able to use the code that operates hooks to do it.

Bullet enemies are already a thing. About level 4 I think. A bullet-spawner is effectively a turret.

Flee enemy seems like a given. But it needs something else to spice it up - a reason to chase it.

Conveyor belts require a second layer of data. Right now it's completely flat, with two rectangles that define a container around it. I already have the scroll-block working though. That shoves an entire row or column of glyphs - it wraps around the current room it's in. I just haven't tried it with doors yet, because it's going to be pretty bizarre rolling a door into the middle of the room and opening it (the logic still opens a room outside of the current room, it walks from the door's direction till it hits an edge).

I think I'll have to pencil in a turn-speed setting if one wants to apply speed running rules.

I'm often tempted by more undos. I've got to work on saving and loading your current game first - need to see how all these clothes fit in the suitcase sort of thing.

I've added a post death "press any key" prompt to my todo list. It was there in my mind, but adding monsters was more fun to do.

TBF I also need to not point out Undo on checkmate when the previous turn only had 1 move that didn't result in death. It happens often enough that I just need to say you're busted - it's over.

Post your unreasonable requests and far-fetched ideas in here please.

Current dreamy features I am already considering:

  • play around with turn speed based on attack, doors, empty area, etc.
  • tool-tip when you mouse-over glyphs
  • map painter - faster debugging, design discussion
  • splitter enemy - spawns 3 weaker nearby
  • slow enemy - moves every 2nd turn (self stun?)
  • mutator - transforms adjacent (how?)
  • duplicator - a spawner that spawns spawners
  •  diagonal turner - moves diagonally
  • ai trail - leave breadcrumbs behind player to enable consistent kiting
  •  save full replay - I would basically need the initial PRNG seed and a list of the moves the player made (up, down, left, right), the logic-engine can iterate to any desired turn, it's that fast
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Please post any bugs or complaints you have with the game in this thread. Some tips:

  • Try pressing M to save out a map state if possible, then include it in your post. You might want to undo a few steps because your undo history is not saved in the map image.
  • Tell us the story of what happened. The sequence of events may be important.
  • Say which version of the game you're playing - the browser version is old and won't be updated.

There is a minimap in most rooms.  Study the walls and you may find it. Making it brutally obvious where you are makes it a bit boring for me.

The game is supposed to be a permanent loop I'm afraid, the chest is only ever meant to be opened once - ever. The item inside is a random tribute to inspirations and testers, you don't need it to defeat the Balrog (don't wear his face - no really, I made the game do something ultra-mean if you do).

The red rogue wiki has all the lore: https://red-rogue.fandom.com/wiki/Red_Rogue_Wiki

If you activate Debug Mode (either backspace or shift+enter depending on version - check the wiki) you can look at the other items - but some are constructed specially. Fishbane's spear is probably the most fun, as is Mokesmoe's bug-weapon.

❤️

https://www.lexaloffle.com/pico-8.php

:(

Will be a while before I can redesign the puzzle.

Great stuff. Thanks for letting me know :)

I've got other reports of crashing. Unity is broken.

I've already tried downgrading the project but it deleted a ton of assets doing so. I can only try installing a newer version and I'm practically on the latest version. I'll try downloading another version of Unity. I have bad internet so this will take a few days.

Cheers. Saw a checkbox in the editor marked ARM64 that was blank. Rebuilt it and uploaded it.

Let us know if it persists. I may have to download more Unity's. I hope they don't breed.

I deleted the app from my phone, downloaded it from itch and it worked fine. On Android 8.1.

Don't know what to do. I cannot replicate a crash.

I don't know what to do. It works fine on my phone.

These are the only pages  on the internet I can find with solutions:

https://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager07.html#117717

https://www.macromedia.com/support/documentation/en/flashplayer/help/settings_manager.html

I don’t recommend playing Red Rogue in the browser. Flash is obsolete and I don’t have the tools, knowledge, or money to keep a free game working. This project has not covered its own development costs in all the time it has been available (2012) so there’s only so much I can do.

Flash has limited storage space. You have to click the flash player object on the page to open the storage settings and increase the amount of data Flash is allowed to save. I cannot do this for you, this is the price of playing Red Rogue in a browser.

I recommend downloading the desktop version instead.