I'm a girl now, what was past me cooking
The Chromian
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I'm a programmer with a good bit of Unity experience, and also a pretty good composer. However, I'm awful at art both 2D and 3D, and my game concept for the jam (basically 3D bullet hell Mega Man, I'll try and incorporate the theme when the jam starts) needs 3D models. So, I figured I'd try and find a teammate. I want someone who can make 3D models of characters. I kind of want it to have a kind of saturated, bloom-heavy style (kind of like HD-2D but without the 2D), which I can implement in Unity, but might need to be considered when making the models. So, if you can make animated 3D models and want to team up, send me your info here. Apologies if this sounds a little too demanding, I usually do this kind of thing on my own.
Decent game. Incredibly short, though. The procedural generation is quite weak, as it just feels like a normal platformer with a random order of levels. As such, I wouldn't consider it a roguelike, because of the lacking generation and the fact that it's too short for permadeath to make much of a difference. The difficulty is also very inconsistent, with some levels (such as the one with a ton of whatever those flying enemies are) being way harder than others. Also, I noticed a bug where sometimes the music doesn't work. The physics are kind of weird, as well. Overall, though, good game, with nice art, nice (but repetitive) music, and decent level designs.
It's great graphically and has interesting ideas, but the gameplay is just not interesting. I feel like the terrain generation is subpar, and it just doesn't have enough action. Definitely a roguelike, though, and it could be good if you just sped up the flow a little (better map generation, more stuff beyond just moving around and grabbing items).
Day 6: Enemy AI works worse but is slightly less slow until the entire game's speed dies to a memory leak. Combat bug has been fixed but there are more inconsistent crashes, exit works now, you get souls from killing enemies (although I haven't implemented the altar where you can spend them quite yet).
With the help of GitHub Copilot, an interview of a roguelike developer, and some heavily modified old code for a tactics game, I got random floor generation (with loot spawning) and basic movement working. The concept for my game is exploring the Gaping Maw, the 88th layer of the Abyss in D&D lore. I'm not trying too hard for accuracy, though.
The jam runs from late March 2 to March 12, but it says that it's from March 4 to March 12 in the description. However, it seems like the main restriction is that you have to spend 168 hours on it. Given how I'm planning to submit my game to two jams, and the other one ends on March 10, would it be allowed to start earlier as long as I only spend 168 hours working on my submission?