Solid entry Ondras! It's very straight forward. Inclusion of a tutorial is awesome. I like the character set you used as well.
Classicwook
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Haha thank you. I did plan on a minimal UI but not this minimal. I hope the main mechanic will make much more sense once the player can see health and more easily identify what the parts do. And there is a gun in there but shooting it doesn't currently give you any visual feedback. There is a sound feedback for it though. Thanks for taking a look. If I ever finish it I would love for you to check it out again!
I still have a few features left in the tank but thought it'd be nice to share now. Rune Tablet is a set of tools that let's us create and play (bits of) RUNE online. It uses the browser to store content as you create it and features a draggable play area with rollable dice so you can test your new gear and creatures.
Great game, thanks GILA RPGs!
First of all, thanks so much for playing! It means a lot to get feedback. It sounds like my UI/UX is quite opaque. It's definitely not a strong suit for me yet.
So yes, you progress to the next field by finding and picking up the blue-purple component. After finding 4 component you make it to the last level where you must defeat a few waves of enemies.
The enemies can be tough and there isn't much ammo unless you search pretty intensely. You should stumble upon caches every now and then.
The beeping indicates your lantern ticking down. Visually it's not that obvious what's happening until your lantern get REALLY low, at which point you FOV radius can get down to one tile.
I agree that there is some lag during enemy turns. In previous games I didn't have FOV so it was obvious when the enemy was moving and it wasn't the player's turn. And I didn't really account for that here. :(
So my take aways are:
1. every thing happening in the game should be obvious to the player e.g. lantern light increasing, decreasing, enemies are moving etc.
2. 7DRLs should err on the side of easy so that players can actually experience the content.
3. A tutorial level of some kind would go a long way. I should work on teaching the game during play. That just wasn't on my radar this year (or previous years)
Again thanks so much for trying it out.
I agree with you! Putting your own spin on the genre is the least important thing for a first time rouguelike dev. Getting that @ symbol to move around and bump things is so exciting and fundamental.
Thanks for introducing the concept of second system syndrome. I hadn't heard of that. It feels related to feature creep, but more like architecture creep? Either it's clearly an area for improvement and discussion amongst rougelike devs at large.
If you're familiar with Godot already then I'd say it's very feasible and you will have fun! The most important thing is to do some planning before the jam starts. For example, do some game design, planning out your main mechanic and deciding how will you put your own spin on the genre. Decide what assets you might use (color palette, sprites, sounds etc.). I just found this tutorial for Godot peeps. Definitely check that out (or others that may be around) and try to make it through before the 7drl. It will give you some experience on how to organize your code and offer a chance to come up with unique ideas for the jam.
Thanks! That's correct, states continue on forever, wither rising in power above others, or being enveloped by larger foes. This is currently sticking very close to Peter Turchin's model. But it would be a lot of fun to add more interactions between and within the states. Factions, Civil wars, Alliances, Heroes and notable people, catastrophic events, alien invasions??
As a gamer, I understand LoSboccacc's frustration. But as a fellow programmer, I really appreciate your response. Thanks for sharing your hard work and creativity with us thus far.
LoSboccacc, you may already know about it but, if you need something to tide you over, check out Mount and Blade: Bannerlord. It's in early access, but it's very fun and may scratch the same itch that Kinstrife will some day!
Thanks for playing. I'm glad the UI made sense, we weren't able to get everything in that we wanted for it. We definitely plan to smooth out the RNG, as well as procedurally generate the buildings. Haha it's funny you chopped the pyros! we left that mechanic in but actually, they can't quite be destroyed, only trapped.
This is awesome! I had images of the film in my head the entire time. This is a great example of how important theme can be for gameplay. There were times I wanted to save the samurai from death but chose to protect the villagers instead. It was sad but it really put me in their shoes. Great artwork too, nice touch going gray-scale.
One weird thing was the turn speed controls. I'm not sure what I did wrong but the more I messed with the speed controls the slower the game got, even if I went the opposite direction. A visual representation might help?
Also do the villagers ever attack, or just defend?
Thanks for making this game, it's really fun. Something I'd love to play on work breaks.
The concept here is awesome! It's like a Mount and Blade roguelike.
I liked the squad leader mechanic, their shouting orders really gives the battle some life. The AI isn't bad either, my spearmen usually manage to form a wall to protect the archers. Artwork is nice and upgrade between battle offered a nice sense of progression. The only confusing thing was moving along the map and having it scroll with you. Since the terrain is so bare, it was hard to tell that our group was moving forward until we saw the enemy army.
It would be really cool to see some new mechanics introduced, like special attacks or squad control.
Great submission!
Hey kinstrife! I have read a few of your updates and devlogs and just purchased the Alpha preview. It is very exciting to see you all build something out of passion despite lacking funds.
I will play around with alpha, and keep my eye out for a few more devlogs. Hopefully I can support on a monthly basis soon after that!