Thanks everyone!
Brain in a Bowl
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I learned about sprite flags yesterday, and spend a bunch of time switching my line-of-sight and collision code from tables to flags. Hopefully, this will save a lot of time later on.
I also put some work in the stealth system. Given the approaching deadline, this will probably be as advanced as it will get.
Progress! Better jumping, the camera is way less lerpy, and I managed to implement a working doors system. This should also work for regular, vertical doors, but I haven't tested that yet.
Also, I stole that nifty interaction indicator from System Shock 1994. I've always liked the design of that thing and wished to implement it somewhere myself.
Up next is testing normal doors, and after that I'll have to tackle npc's and ai. I'm not looking forward to that part.
I don't remember much from Kingdom Hospital, but I vaguely recall an anteater in a hospital. Since that's no place for an anteater to live, your objective is to find a way out.
I'm currently putting together a little platforming system. This might, depending on what systems I manage to implement, turn into a stealth platformer, a metroidvania, or a very short, very basic 2d immersive sim.
Excellent concept, very well executed. I liked the variation in the different biomes, and the resulting levels look simply gorgeous. It would've been nice if the differences in quarry would've encouraged different strategies and builds.
Looking forward to seeing what the final prototype will look like.
Very good-looking submission! Smooth, easily readable, with very nice models and animation. I also liked the added depth of having multiple characters to control.
For this type of game, it might've been nice to have a real-time mode whenever no enemies are in sight, to lessen the hassle of moving both characters to the next door. I usually don't like real-time roguelikes, but for this one it would probably have worked out. An "Overwatch" or "Hold action option might've been nice as well, that would have opened a lot of tactical options.
I need to play more to learn all the ins and outs, but I'm really liking this one already. The flavor, writing, and mystery reminds me of the first time playing Demon's Souls: There's a sense of danger, dread, and mysteries lurking just around the corner, even if nothing really threatening is happening (yet). Excellent submission!
Very nice project! I like the depth and diversity of the different mechs and loadouts, and using the equipment slots separately leads to a lot of interesting tactical decisions during play. The one thing this game is missing is a goal and an overall sense of progress, but I can imagine that's outside the scope of a 7-day project, on top of everything that's already there.
Fun little roguelike, with charming sprites and a very interesting stamina system. It's easy to grasp the basics, but there's quite some depth to the stamina system. I really enjoyed the character progression, where I had to watch every step at the start and could just rush through the map near the end.
Amazing game! This would already be fun as a plain ”vanilla" Roguelike, with the fun items, interesting monsters, and tense balance. The multiplayer aspects just as more delicious icing on this cake.
I only got one run in so far last night. Made it to level 18 (iirc), but was on death's door since level 13. A huge compliment to the games' pacing and balance that I managed to hang on like this. It's been since I was searching Sen's Fortress for the first time, looking for a bonfire, that a game got this intense for me.
Very fun and engaging roguelike. It seems like we both had the same basic idea and approached it from opposite directions. I especially like the timing mechanic you added, it makes you really think about the tactical approach.
Also: I'm really terrible at this game, so I didn't see a lot of it. But I liked what I saw.
I had a lot of fun with this one. The costless shapeshifting adds a lot of fun and variety to the play, it feels amazing to explore the world in raven form and then just plonk down as a pack of wolves to take on an enemy.
I'm happy to report it works very well on Steam Deck as well, only the leftmost part of the log (about 4 letters) get cut off by the edge of the screen. I've set up a community controller scheme for the game, in case anyone else wants to play this on the go.
A small point of improvement: On some menus you use a-z to pick a choice, on others 1-9. It would be nice if this was more consistent.
Thanks! I went back and forth between either an inventory of unlimited size, or a really limited one. I ended up going for only two slots to discourage hovering up everything and push the player to move forward.
I'm glad you got to the disco level. I put a lot of time and thought into that one, but I feared I put it too close to the end of the game. I'm not surprised it has some bugs, there's a lot of last minute spaghetti code in that level. I'll try to use your report to figure out the cause and fix it. Thanks for letting me know.
This one is a lot of fun! The style and theme fit perfectly and the Hitman-style social stealth really works in the turn based format. A shame there weren't more ways to isolate dinner guests (that I could find), but apart from that I have nothing but praise.
Also: Would it be possible to get a downloadable executable for this game?
I played a couple of runs of your game. Never got very far, but I really like what I've seen. This type of game seems to be what the Playdate was made for: Quick to pick up and start a run, but deep and varied enough to keep me coming back.
I also love working with those specific constraints - and trying to break them. For my Roguelike I heavily rely on the fake function calling you describe, it will allow you to do some pretty amazing things. I also tend to use rect() a lot, but that can kill performance quickly.
If you're interested to see where my Pulp Roguelike project is going, you can take a look at https://mastodon.gamedev.place/@Braininabowl. I'm planning to resume working on it once I've cooled down from the 7drl.