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A member registered Nov 06, 2018 · View creator page →

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I wasn't able to make one that worked on more computers than mine. I know your comment was some time ago, but I am soon going to port it to the Phaser game engine and then it will be playable by everyone.

The art is interesting, but even following the handwritten instructions, I couldn't make anything useful happen. Hitting 'P' for preview consistently crashed the game. I couldn't turn the ship or accelerate because I was missing components, but I couldn't figure out how to build the ship, so... I do like the vector graphic aesthetic, but that's about as far as I got with it.

Very much a roguelike. The sci fi setting was nice, I liked the sunblade and energy rifles I found. There was maybe a cultist story I didn't learn enough about. I would have liked to have had information in the log as to what I picked up. The map seemed to be comprised entirely of square rooms. The instructions say that the down-pointing orange arrow is the exit, but the exit to the next floor was the up pointing one (I guess we are going up?). Some loot landed in a wall that I couldn't get.

Was this based on an existing engine?

Good question. I may have been on the tile with the axe when I tried to drop the sword.

I could never be angry at someone who is so clearly outstanding in his field :-)

The randomized jobs and abilities were pretty funny, but I had absolutely no idea what any of the attacks or defenses did. I did like how the battles went to the battle screen, and after I won my first battle, the defeated opponent offered to join us. Sure!

Graphics were super slow for a text-based game. High points for being very roguelike and having a unique combat system, less some points because I just had no idea what was going on in those battles and the super slow refresh speed.

Great concept, graphics, enemies, execution and sound design. Go back in time and make a million dollars selling it for the Commodore 64; definitely a pleasantly retro experience. I wasn't able to pick up an axe (I played as a Viking), which was weird (I already had a sword, that I could not drop). A little more polish and this game would be perfect. What a wonderful example of what can be done in seven days.

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The inventory screen promises an interesting adventure when you finish it. As it is, it feels like it has a long way to go. I hope you keep working on it. Oh yeah -- us devs who delivered Python programs that have to be run from the command line need to stick together :-)

I did enjoy it! Alien was one of my favorite movies, and I named one of my cats Nostromo :-) Was just pretty clear this game could never be finished -- the alien gets too fast and you will not be able to get away, and I never got further than the third or fourth floor? Since it soon becomes impossible to do anything but head straight for the exit and hope to find some air along the way. Maybe some sort of move that could make the alien flee for a few rounds? Maybe once per level?

Loved the visuals, nice concept well-executed. Reminded me of the Atari 2600 ADVENTURE -- high praise, I loved that game. I got pretty far, through three or four doors.

I like the concept, and oxygen was a nice twist on the hunger mechanic, but it doesn't seem possible to win this. The level design meant getting stuck in a dead end was inevitable. No itemization and no combat took points away from the roguelike score for me.

Very enjoyable, definitely roguelike, well-implemented and an interesting twist on the concept.

I liked it! I would have liked to have had an option to "rest" in a spot to let the enemies move closer without me having to move, and the ranged options didn't seem to have a range. I loved the graphics and the level design. Music and sound was A+. I don't know if you created the assets, but if so, wow, great work, and if not, it was a good use of them.

I liked the aesthetic -- very roguelike. The addition of so many features, like crafting and mining and stuff, if fully implemented, would definitely add a new dimension to the basic roguelike game. I liked the animal and character sprites. There were some rendering issues -- player would at times be hidden by something on the ground -- and I have no idea how to even attack. A deer I bumped into wandered off and died in the next room. There were many misspellings.

I've played more, and I figured out how to attack and gather resources and drink potions, but not how to craft (I suspect that hasn't been implemented yet). This is pretty impressive so far. The vignetting to simulate lighting was a nice touch :-)

This reminded me of an old arcade game -- Berserk. I liked the graphics and the animation. I didn't like the control scheme much, but it may have worked better with a controller -- big props for supporting alternate control schemes. As it was not turn-based, didn't feature discovery or exploration, and death didn't seem permanent (I didn't respawn at the beginning), I don't think it was particularly roguelike.

It was just way too fast paced for me. Also, one of the first things I did was to go through a door only to fall into infinity -- I had to manually quit the game to start over.

It's a unique take on roguelikes, with a billiard table as the arena. I liked the strategy of staying out of a direct line of sight to the enemy in the hopes they'd bounce harmlessly off a bumper, though sometimes they'd surprise me with a ricochet. I like how it plays with the concept of what a roguelike is and can be. 

Again, I think this game is amazing :-)

I also thought they were a trap until I eventually stepped on one to see if I fell to a new floor :-)

Brilliant concept, the developer's post-jam additions make it even more fun. Quick and unfair as Rogue is known to be, it's the one entry I play every day. The "Dungeon-a-Day" conceit was probably unnecessary; I think that allowing players to take another stab at the dungeon to improve their score would have been fun. But, I get that the "Wordle"-like twitter-stone at the end is part of sharing the experience.

I loved this game, laughed many times while playing. Don't know that I would call this a roguelike, though. The time-based and accuracy-based typing challenges seem to run counter to Rogue's considered pace, and there is no discovery, exploration or itemization. Still, I really enjoyed it.

Oh wait, I remember I had to get that module separately, though I'd read that that should have come along with installations. I had entirely forgot about that. Well, tonight is all about making a tutorial that works, and fixing issues. Thanks so much for your help!

Archer's bow disappeared when she fired all her arrows. Darn it. I will comment out the music and give her more arrows. Sigh. I hadn't heard of any issues with the music until now...

You might have to move a little to get her in range -- you will have to equip the bow in your inventory as well. I probably forgot to mention that as well...... I am regretting this second tutorial page -- probably dropped me many spaces in the standings. I also wished I hadn't ripped images from another game, but I didn't have time :-(

Thanks for trying it out, though!!!

I had one playtester prior and he had other issues. I am uploading a fix now for both those issues.

Thanks! Yes, these are ripped sprites and I am unfortunately aware that I can't take this game any further.

You were supposed to throw the amulet back to the main character and then kill the archer. Maybe I should just not have had the second tutorial window -- it was the last thing I added to the game and it fell prone to ME knowing what to do, but perhaps nobody else.

I didn't have much luck with py2installer. Py2exe didn't look like it supported Python 3.

Thanks again for the pointers!

Added a ZIP file for the game files to save a trip to GitHub.

What if Rogue, but Bumper Pool? I liked it!

Was laughing out loud all the time playing this :-) I guess I need to improve my typing.

I'd moved the last room to the first room so I could get a screenshot -- just uploaded the reversion so that it is in its proper place.