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vuvko

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A member registered Jun 10, 2020 · View creator page →

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Thanks for the review! You’re right that there is a lot of text information, and some of it is needed to understand that you need specific terminals and specific keys. The game would be better with a less noisy starting location and more gradually introduced mechanics.

The fog of war will be a welcome addition, as most of the dungeon generation feels missing for now.

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.

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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”?

The problem is how browsers work with local scripts getting requests for other assets (scripts, styles, sounds, etc.).

If you’re on Linux, you can start a local HTTP server by running python3 -m http.server in the directory with index.html.

UPD: judges on discord suggested I update the itch page with a fixed version

But shouldn’t the shadow be the one who moves when switched? And those moves didn’t drain Shadow’s stamina.

About two names: I missed that! Totally in the camp of players who don’t read.

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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).

I’m glad that you enjoyed the experience. The game is more of a reference to a Godville zero-player than Game of Life or Progress Quest.

Good idea with a limited scope!

Some observations:

  • I think the game music isn’t looped, so after around 25 seconds, it just stops. However, the track seems like the one that is loopable without processing.
  • I didn’t understand the Jump mechanic.
  • Sometimes the cheese sprite disappears (I encountered it mostly when passing arcs).

Nice UI, music, and animations. They make the game feel polished enough to give someone a try.

But it seems the construction blocks do not have a mechanical meaning. Which is making moving to the edge of the screen an almost optimal strategy.

That’s a tiny but well-executed scope! I really enjoyed some minutes trying to get to score 100 (sadly, only 58 highest, my wrist was tired and I was lazy).

Interestingly, there are entities (coconuts) that fly at a speed that prevents you from just spamming an attack.

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Delivering a finished game in two days is a tough task.

The core loop was understandable, and I clearly saw the consequences of my actions (getting hit or picking up cups of beverage).

I’ve encountered one bug: the game’s area is slightly out of bounds (on Chromium at least, screenshot attached)

screenshot.

As an automation enjoyer I liked the idea and was eager to try your game!

I only saw one “challenge” level present. I think more would be fun even if they are not really challenging the player.

Some bugs/unintended behavior:

  • You can place several blocks on the same block. That means you can place conveyor belts on the “walls” and they work fine.
  • The “final score” keeps increasing after the timer is over.
  • I couldn’t get a jump pad to work, but that’s probably on me being lazy after I discovered you can place everything on top of everything.

Good job on getting a playable game in just two days!

I enjoyed the fishing mini-game, which was an easy-to-understand (or remember, because similar mini-games are in a lot of games). I haven’t unlocked the final location, and I had trouble reading dialog. Nice sprites and music though!

Overall, I can’t say it is a finished game.
Some suggestions:

  • Cut on locations and movement. Place all fishing spots on the same map, as it is confusing where I can actually fish.
  • On the fishing mini-game screen, show the player what they’ve caught! Just a simple overlay of a fish sprite.
  • Add a simple overlay with controls in-game. You can have them as sprites on a map, or as a dialog option with Neko (like a tutorial part of the game).

Thank you for such kind words!

With AI coding tools, it is more realistic to make that small polish that you always leave until later.

Regarding the untraversable door. The Target panel shows that it is a sealed door (can be opened with an “override quarantine” option at some of the interactable entities on the level), but in game logic, they should have another glyph (small red square).

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Thank you!

The puzzle is missing the step that helps you understand the inner system. Because the overall game loop is so short and the deadline was strict, I thought it would be better to remove it than have an emoji-based game with walls of text.

And I may have overtuned the balance to be more diverse and harder to please overall.

It is a zero-player rpg, essentially an idle simulation, where you are just an observer. You can, however, influence the generation somewhat. There are three buttons on the bottom that let you send some help to the targeted AI. Without that help, it will eventually be destroyed.

That’s fine! It just shows that the game is not self-explanatory enough. If you’re interested, I can answer your questions. Was it the UI? Or maybe volume of text? Or that there is no tutorial?

Thank you for the comment. For the layout, it is HTML + JS for Tailwind styles (as I am not as practiced in software used for publishing, but somewhat experienced in web design).

Thank you for the comment! This is indeed not a typical complete scenario, but rather a set of hooks to start the adventure and let players decide what is interesting to them. But I would argue that it is more than a mission generation framework.

Thank you for the comment! I can see how the style of the mission can resemble Forged in the Dark, but the original intention was to use it for the Eclipse Phase ruleset and setting.

The scenario is indeed rather generic with bland hooks.

Thank you for the comment and suggestions! It is not a typical mission type, and my introduction could be clearer on the score. And you are correct that more meaty hooks are missing.

Hi, thank you for the warm comment!