Thanks for engaging with the metaphor.
There are actual commands.
Here’s a couple:
Status?
Quit.
Thanks for engaging with the metaphor.
Yer a winner!
I watched portions of the video on my stream today.
I’ll watch the whole thing later, but I was streaming. You understand.
I watched the part until you “got it”, and then skipped towards the end.
Which means you did let satiety slide until health loss occurred.
Here these scant hours before the end of judging, it occurs to me that this game was actually fairly well regarded by those who played it.
Yer the first one who made a mental map, but as the grid is 6x6 it isn’t TOO difficult to do.
Thanks again for engaging.
Thanks for engaging with the metaphor.
First, stats ARE fun, aren’t they.
I mean, what is more fun than STATS?
Even the name sounds cool… “stats”.
What’s even cooler is that stats is short for statistics.
And what does the word statistics bring to mind?
Stuff like mean, median, and mode.
And standard deviations.
And those other weird buttons on yer calculator in high school that you didn’t have clue one about what they did, but you knew they did something.
NERD BUTTONS, those were.
Kinda like the hyperbolic trig functions.
I mean, what the hell is a hyperbolic sine?
I know what a hyperbolic sign it.
It is a sign that exaggerates.
Stupid math.
Thanks for engaging with the metaphor.
Unlike other SPLORR!! metaphors, this time I am trying a pivot to the satiety mechanic: eating food adds to a Stomach stat. Having a positive stat increases Satiety by 1 per move, until Satiety is at maximum, at which point an extra point is added to Health until it is also maximized.
Also:
Yes, Bed was too big.
I imagine it’ll infuriate Kordanor endlessly.
And I agree that the UX is very very rough, basically in MVP state and left there.
But really, when you think back to the early days of these games, it wasn’t that uncommon to have an awful UX.
In my case, it wasn’t deliberate, just lazy.
So I don’t do music.
I can fumble my way to foleying or sfxr myself into cheesy sfx, but music. Nope.
Generally, in how I make my games, I only need 4-5 “themes”:
I know that generally there are a lot of music people who want to participate, so here’s a chance to extend yer portfolio.
Well, thanks for engaging with the metaphor.
I enjoy watching people engage with my works, and especially when people either make videos or stream it, so thanks for that as well.
Much of the time, I give the player practically nothing to work with, and they must figure out everything. You figured most of it out.
(And at this point, I’ll put in the spoiler, because it is not very obvious: movement between rooms is like a Knight in Chess.)
What I learned about you is that, for your tastes, roguelike implies combat. And this is a fairly common notion for fans of roguelikes in general.
Which is totally fair. Everybody engages in the genre in their own way.
And I watched you engage with it. I watched you figure it out. You were, in fact, having fun deducing what it was about.
It just wasn’t yer cup of tea, entirely.
Thanks for playing anyway.
I watched yer play thru on the VOD. Thanks for playing.
Good job figuring it all out.
I like that I managed to make a game that is compelling when almost all of the time is spent in menus.
Menu remembering would be great QoL, but made complex by all menus needing dynamic generation.
And I’m REALLY glad I included the Recipedia.