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Starborn Interactive

29
Posts
5
Followers
A member registered Sep 03, 2018

Creator of

Recent community posts

I’m also really sorry for taking so long to reply. Work and family have kept me completely away from everything over the past few days.

I worked very intensely on this project, and because of that it might feel a bit complex for a jam game. Still, I’m really happy you gave it a chance, and your feedback and support are greatly appreciated.

Thank you again!

Man, thanks for sharing. This site is sensational/awesome. I've played Wizardry for more hours than I can count. And as for version 1.9, I'll be publishing it this week, even though it doesn't have many new features

I've had little time to program these past few days. My wife and children demanded a lot of my time this past week. But I managed to implement a two-handed weapon system, which will be one of the new features in version 1.9.

Each room is randomly seeded with a monster, treasure, a trap, or will simply be empty. The content, however, is randomly generated only when the player enters the room. My limitations as a programmer didn't allow for anything better than this for now.

Well... That shouldn't happen. I will investigate.

Invisibility functionality has not been implemented yet. The idea is that some monsters can only be attacked if the 'See Invisible' spell (also not yet implemented) is active.

Found the issue! There was a routine that cleared data after death, including the console text. This has been fixed for version 1.9.0. Thanks for the heads-up!

I must admit I didn’t quite understand what happened here… but the visuals are stunning!

I think I forgot to clear the stun after reaching the surface level. Usually, it's programmed to end after a battle. I'll implement this fix in the next version. Thank you for all the feedback. Today, I published the game in a Facebook group and got 30 downloads and a lot of positive feedback. As a thank you, the next version will feature an enemy called The Lame Brain.

This issue regarding item selling is a "problem" I am aware of. I still haven't figured out how to solve it. The most obvious solution involves changing a structural part of the code that I should have handled differently at the start of the project. But I have faith that I'll find a way to resolve it.

The Bestiary only works in the dungeon. It doesn't work in the shop. I plan to fix this. I have redone the entire bestiary. Tomorrow I will post version 1.7, and it will have many bug fixes.

You are absolutely right. English is not my native language, and I always had problems with Intelligence and Strength :I

Hmm... That's curious. I was just about to post version 1.7, but I guess I'll try to fix this bug first. I suppose that's why they're called bugs—they multiply like, well... like insects. Thanks for all the testing. Because of it, I believe I'll have a fully functional version 2.0 ready soon.

"This game is going to get a perfect score for innovation because... Well, heck, in it I'm an Ogre! It's not every day we get to feel this way. Good entry for the challenge."

I kindly ask that you also evaluate my project

"This game is going to get a perfect score for innovation because... Well, heck, in it I'm an Ogre! It's not every day we get to feel this way. Good entry for the challenge."

I kindly ask that you also evaluate my project

That was indeed a bug. Tomorrow, I should have version 1.6 available with this bug fixed, among others I found, especially related to those darn magic wands.

And thanks for your involvement. If you'd like, I can put your name in the about section as the main beta tester.

Thanks for the enthusiasm about my game! 

Thank you very much!

The thing is, the Bard wasn't in version 1.4, but I've already uploaded the new version, 1.5. I fixed the bug that would restart the game after ending a run.

I also wrote a new version of the manual.

Beautiful visuals, but I missed some strategic depth.

I think I'm doing something wrong. I can't get out of the first room...

Small correction: when I said “BASIC” I meant the BASIC family — I’m actually using Visual Basic 6 (VB6) on Windows. It’s the classic late-90s/2000s RAD IDE. I compile with the built-in VB6 compiler (usually “Native Code”) and stick to the standard controls/runtime (no external libraries).

Fun! I didn’t get very far, but I definitely got the feel of it. Unfortunately, I can’t give it a high score for innovation, but it’s a perfect game for a casual, laid-back run.

Fun! I didn’t get very far, but I definitely got the feel of it. Unfortunately, I can’t give it a high score for innovation, but it’s a perfect game for a casual, laid-back run.

Man, that was… intense. And sweet. I went back and forth on whether it truly counts as a roguelike, but all the pieces are there—so yes, it is. Full marks for innovation. I’m betting this will be one of the highest-rated entries in the jam.

Unfortunately you can’t discard inventory items yet. I joined the jam with only seven days left and couldn’t implement everything I wanted. I’m planning a 1.2 update with lots of new features.

Thank you so much for playing. This is the first game I’ve ever released, and I’m really excited about it!



  • Man, a roguelike that actually looks and feels like a roguelike—finally! We see lots of experimental takes, but few stick to the formula that made the genre a hit. Loved it. What programming language did you use? Unfortunately it was a bit hard to get my antivirus to accept the program—that’s been happening with my own game too :(

    Man, this one was tough. I couldn’t survive past level 2, but I still enjoyed the experience.

    It was fun. It took me a while to get the hang of it and understand the concept, but once it clicked I really enjoyed it.

    Yeah, I know exactly what you mean — older indie or BASIC-based games often trigger antivirus false positives. Thanks for pushing through the warnings to give it a try! Hopefully once it’s running, it’s worth the hassle.

    Este jogo era exatamente o que eu estava procurando.