Hey Yea Forums, I'm here from /agdg/ to shill my 7 Day Roguelike jam game.
It's a Slay the Spire ripoff but with chess.
It's browser embedded, and obviously free. Please check it out.
xoxo
Hey Yea Forums, I'm here from /agdg/ to shill my 7 Day Roguelike jam game.
It's a Slay the Spire ripoff but with chess.
It's browser embedded, and obviously free. Please check it out.
xoxo
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It's neat.
I'd like there to be an explanation on how the enemies move/attack and what they do upon death, and an indicator showing how many times you'll get hit on turn end on each spot.
Thanks for the feedback.
I'll definitely improve the UI to indicate sources and number of attacks, that should be clear information, it's just a bit tricky to implement in the game jam codebase.
I kinda like that the movement and other behaviours are a bit opaque and have to be observed, though.
>enemies still hit you post mortem
nah
Managed to beat it.
I like it, though I also like Slay the Spire.
The obscurity of how the enemies behave makes learning it harder than it needs to be, but I guess it doesn't matter much in this sort of game where the games end quickly and lost progress isn't important.
Do you think you'll expand on this concept? I'd be interested in it.
>Do you think you'll expand on this concept?
Nevermind, I just scrolled down and saw that you'll make it into a full game. Looking forward to it.
Yeah, I'm working on it. It will still be a small game, with nowhere near the depth of StS, but I feel like there's plenty of design space to explore and keep it interesting for a few hours at least.
I'll just bump this once because I'm an aggressive shill
Really like it. The simple artstyle is comfy and the colors are great.
Now port it on mobile. It's a good timekiller.
Clever game, I really like the concept. I´m enjoying it, keep it up!
Cheers! Yeah, I'm honestly very happy with the look I achieved with just a nice palette I got by shuffling on coolors.co a few times, and some free icons.
The full game is going to have a bit more elaborate artstyle, but not by much. Here's a work-in-progress logo rework with the new player character icon.
You just hit my autism tastes with that simplicity and colors, good job you fucker. Is there any webpage where i can see when it gets released or if?
I googled but i just want to be spoonfed like a newfag.
Oh and
That's fair. I definitely overdid it with the amount of explodey things that can spawn towards the end of the game, but the overall enemy concept of "have to dash in and out" is solid, I think. I just need more diversity in encounters, and some incentives to finish rooms in fewer turns, even if you tank some damage.
Cheers! My brother is doing the art, and the stuff he's shown me so far is very much in line with how I imagined things when putting the game together for 7DRL.
I recently started a gamedev twitter at twitter.com
I suppose I could do a mailing list or something? I'm pretty clueless about these things, two weeks ago gamedev was just a silly hobby but now it suddently turns out I'm trying to develop a commercial game and should treat this shit seriously, shilling and all. For now the honest approach of just saying "hey check out this thing I made" has worked out pretty well.
There is not way to tell how enemy pieces can attack when they are alone. You can only see how all enemies can attack together, so making a decision relies on guessing.
Sorry about that. The idea was that you have to learn enemy attack patterns over a few floors/failed runs.
This was a conscious design decision, but mostly because of lack of time to implement proper UX for this within the constraints.
Yeah but when you have that one enemy that hits everywhere around it when you kill it and another enemy that spawns those when you kill it absolutely no play tester isn't going to tell you thats bullshit.
Its a pretty neat game, but artificial difficulty is lazy.
bretty cool
Thank you. Twitter will do for me.
Mailing lists will probably not be very popular because people don't want to check mails for that. But social media, well that they check anyway so twitter is easier.
Yeah, sometimes shit happens really fast, seems fun. Best of luck, user.
>7 Day Roguelike Jam
that takes me back
Feature request:
When mouseovering a potential move, show an arrow, or hilighted box or something to show where you're going to land.
Suggestion: Enemy color should match attack color.
Suggestion: Enemy pattern should match existing chess pieces, as we already have a sense of how they move.
>mostly because of lack of time to implement proper UX for this within the constraints.
Don't sweat it brah. Polish takes time and effort.
I dunno user. I'll definitely work on better UX but I'm not sure if I agree in principle. I think some opaque information is fine, especially for roguelikes.
At the very least I got a huge kick out of seeing people play my game and figuring these things out. Some clearly thought it's bullshit but at least as many had these eureka moments, and clearly felt it's part of the expected roguelike experience.
>just died because i got dealt 4 pawns and couldn't move
nice.
Potential balance problem: The starting deck is loaded with pawns, so I'm frequently finding myself getting stuck at the top of the board.
Enemy idea: Guy who attacks and does knockback, maybe without damage.
QOL request. Space to pass.
>Potential balance problem: The starting deck is loaded with pawns, so I'm frequently finding myself getting stuck at the top of the board.
I want to fix this with a core mechanic addition. I've jotted down some ideas on how to incorporate promoting pawns to queens in the last row.
If you make a truly good game you will have variety that enables players to keep coming back to new challenges and puzzles you didn't explicitly make for them. Take something like Slay the Spire for example, players have to consider the best use of the cards they have been given and discover how to get them to best work in each run. Sure there's strategies for them to discover that they can carry over to other runs, but more so what makes it good is the fact it presents nearly endless puzzles in how to play your cards each playthrough. If your game is hardly any more deep then players having to learn things they couldn't predict, or much worse things you could have easily warned them about, then they aren't doing a real puzzle, its just mindless trial and error. Trial and error isn't repayable and roguelikes tend to be replayable.
Pretty neat little game regardless, not really sure how you could even make it deeper though...
id say make it a bit less likely to get 4 pawns in a single hand. that shit fucking sucks. i understand why pawns would be the most likely to appear, but its not fun.
what do the numbers above the decks mean?
Fluff idea: Lewis Carrol did some stuff with chess. Maybe use that style of art, those kinds of enemies.
Enemy idea: A ticking timebomb mechanic, so just running isn't optimal.