Thank you for playing!
Infinite continues were a must, even for us to test the game without grinding each part of the stage =)
Thanks for playing! We haven’t tested on non-qwerty layouts, thank you for pointing out the issue.
Regarding the old guy bug. Yes, this is a known soft-lock issue that is related to the music “rewinding” on continue after death. If you want, I’ve posted a link to the fixed version in the comments, or come again after the judging is over, we will update the game)
There is a slight music bug when the track keeps “rewinding” on pause/death. Sadly, we haven’t figured the solution during the jam, but if you want a fixed version and a better music experience, I’ve uploaded as another game: https://vuvko.itch.io/tmp-hell
There is a slight music bug when the track keeps “rewinding” at pause/death. Sadly, we haven’t figured the solution during the jam, but if you want a fixed version and a better music experience, I’ve uploaded as another game: https://vuvko.itch.io/tmp-hell
That was a fun experience in understanding what should be working and how to build your bot to last longer in those fights.
The speed of battle seems really slow, and at the start was confusing (I thought I needed to click something to start the battle).
I’ve encountered a minor bug. When the energy consumption visualization shows nil.
The premise and the start are addictive. But after several minutes, the gameplay really stalls.
I’ve got a bug where the AI Laboratory screen was freezing in the old state, but you could create new models. The b2b contracts require a specific architecture, but there is no information on which one. Your workers are just background noise; only your servers matter. And upgrades cost TFs on top of money, which makes it really hard to buy anything late-game. Also, the overall leaderboard score is confusing as I couldn’t figure out how it is calculated.
I like the idea of the AI Tycoon game. And there is potential depth in how you approach the market or your b2b clients.
Interesting arena shooter. The enemies were distinct, and it was clear when the boss arrived and what was hazardous or not in the environment.
I didn’t understand the loot or shop systems, as there was just no real pause to browse through the text safely. Only after several minutes did I understand that the icons on the loot indicate different parts of the body. It is OK to be lost in chaotic arcades and bullet hells, though.
But I do wish there was a pause menu or shop stop just to take time and try to understand the inner mechanics.
I like how you focused your efforts on creating interesting pipelines. It is similar to how shapez don’t have pressure, just casually browsing how to get from A to B. I think I would love a more puzzle approach than an incremental one for this game.
I encountered bugs: the underground belt sometimes moves items in the wrong direction, or some part of the pipeline breaks. Not sure about either, as it was hard to reproduce. Much of the player’s friction for me was how tedious it was to build, especially because every building doesn’t have an input, but has an output (which can be counterintuitive after other games from the genre).
Interesting idea of making a puzzle from drawing commands and creating a program as close to needed as possible. But I think the big deck makes it really difficult to stack correctly without discarding almost all of the drawn cards. You can sometimes draw 30 cards before you get the one you need (drop or take).
I’m not sure how to proceed with the tutorial (see screenshots). I think I understood the main loop, given enough experience with automation games. There is a basic loop of mine-crush-process, and a progression through buying blueprints. Also, a Satisfactory-like vending, where you can sell and buy any resource and building.
I think it would be good to have a “sandbox” mode, where there is no tutorial and no blocked blueprints.

That was an interesting way to reimplement classics of the genre. The sound was great, and the narrator’s voice felt the same as C&C. I think the pathfinding and collision detection were the main issues for me to really enjoy skirmishing against AI. Also, I believe AI is cheating with total map vision and being able to place buildings even if they are far away from the base.
Also, are you on the roguelike discord server? I would love to chat about ideas around generated puzzles in a narrative context. There is some research published [1] that could be interesting to implement.
[1] Fernández-Vara, Clara, and Alec Thomson. “Procedural generation of narrative puzzles in adventure games: The puzzle-dice system.” Proceedings of the The third workshop on Procedural Content Generation in Games. 2012.
Fun little procedure-generated puzzle roguelike!
I had similar ideas while implementing my submission.
Some levels felt impossible to complete until I understood that female secretaries are chasing after male workers. And even then, some levels were unbeatable (or I am not good enough for them). Sundler gave a great example of such a level generated.
How many levels are there? I climbed a few levels after “the Boss” was introduced, but never reached the ending. Is there some other mechanics after “the Boss”?
Great scope and implementation for 7DRL!
One critical bug, without which it would be tough for me to beat the game. While in “Shadow” mode (hitting Tab), the script stops time and follows Shadow’s FoV, but you still control your character. That makes every level easy, as you can switch between different FoVs and hit enemies when they are a danger to you.
Small bug: the game asks for the character name twice (one when hitting “Play Game”, and one when Shadow starts the narration).
Good idea with a limited scope!
Some observations: