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DEAD FACE

A bullet hell/hacking roguelike · By jere

I must ask this again...

A topic by RubiusTwon created Oct 14, 2021 Views: 379 Replies: 5
Viewing posts 1 to 4
(1 edit) (+1)

I love this game. The visuals are a nice tribute to Rogue, I love the hacking minigame, and it feels great to be in the middle of a thousand bullets but still have the time to hack a machine for two minutes :)

Now, it's been about a year since someone asked this... but will this be developed anymore? This is such a great game and I love it on it's own, but it seems like there's more story to tell, with the intro text and such. I would love to see what you had in mind to flesh this out.

Developer

I would like to develop it further one day. One problem is I'm not sure the mech part of the game was very accessible (to a roguelike audience and even less so to anyone else). It was confusing and I have a few ideas along how to develop it but I don't know if it's really salvageable and I don't want to tread ground that's already been covered by something like Cogmind.

Sometimes I think I should scrap that and fully develop the hacking portion, but I would need several other hacking minigames....

Really appreciate the feedback!

(1 edit)

One problem I have with the mechs (and why I choose to just walk around as a meatbag) is simply the fact that it takes so long to activate a mech that you hacked and in late game when alert is at maximum, it can be difficult to have the spare time to activate a mech before it goes boom. to be honest it's much easier to just hack the mech so it doesn't shoot you and then leave to hack some more.

If you wanted to transfer the hacking to something else, you could have "cursed" items that you can only restore if you hack them. I feel though, if you really wanted to keep away from Cogmind territory, but you wanted to salvage the mechs, then you should keep it multi-tile based. I feel like that's one of the unique parts of this game, that you have to be conscious of how large your mech is.

Possibly, you could even learn to program them- like, "if you see enemy, move toward it and shoot", as one of the other mini games. Maybe you only have a limited number of commands that you can collect as you go. I don't know, just an idea.

Regardless of what direction it goes, I'm excited to see what happens.

is the source code for this game public?

Developer(+1)

It's not open source per se, but you can view the unobfuscated javascript code directly in the browser on itch.