Very addicting, I can't seem to stop playing. One suggestion for improvement (in addition to the ones below), if you could see your current weapons/relics when you are choosing a new reward it would really help you to plan your synergies better. I keep making a choice, then when I've had the chance to look at what else I already have wishing that I had chosen the other option.
Balmonec
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So, I didn't have time to polish my game (Spellforger 1: Entry Exam) as much as I'd like during the challenge - which I understand is normal. :-) I am planning on circling back and giving it some more love and care before I let it go, and I'm wondering how much of that is appropriate before the reviewers get to it? From what I've gleaned from listening to Roguelike Radio (which is awesome, by the way), it sounds like bugfixes and a help screen with the commands are legitimate post-7drl additions, but new features/mechanics are not.
To be a little more concrete, here's the stuff I'm considering:
- Bugfixes (already pushed one out)
- Help screen with game commands
- Player/creature names showing up in the game messages, instead of the current ORC3 and FIREELEMENTAL13 ID tags
- Performance improvements
- A background image on the initial text screen
- A score system
- Auto-explore/auto-travel
- Spell hotkeys
I want to be sure I'm complying with the spirit of the challenge, can you give me some guidance as to if these things would be overstepping?
Posted the first version with working spells on the game page at https://balmonec.itch.io/spellforger01! I am so excited that it is actually working! If you have time to try a work in progress, go check it out. The controls are in the various devblog posts, specifically days 3 and 4 so far.
Hi everyone! As of 5:00 PM EST I'll be starting work on my first 7DRL ever! My entry is called Spellforged 1: Entry Exam, and the idea is that you will find and combine runes to forge spells and pass the entry exam to an exclusive mage academy. I've never completed a game before, so I'm hoping that I'll be able to do well. :-)
For full disclosure, I will be basing this project on my roguelike/roguelike engine that I've been tinkering with since 2012 without ever getting far enough to be considered more than a tech demo. The source code is on BitBucket at https://bitbucket.org/Balmonec/caves-of-the-dragon-age under the name of the engine: "Caves of the Dragon Age". I'll be continuing to update this repository as I continue development, and figure out how/if I want to split it out into a separate repository after the week is over.
More to come, so watch the devlog on the game page (https://balmonec.itch.io/spellforger01)!