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cystic_pizza

12
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A member registered Nov 29, 2018 · View creator page →

Creator of

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So should I make less chests or increase the inventory a bit? Opening a chest with a full inventory awards more points than opening a chest with available inventory, btw.

Thanks for the feedback. Can you elaborate a bit more on "This was because the size of my inventory, the rate at which I was using items, and the amount of chests was off. Those three things need to "fit" together, and right now they don't." ?

Which part of the equation was giving you the most trouble? In the latest build, I find myself using more items so I usually have free inventory space since I've added respawning and roaming to monsters.


Thanks again.

What AI generator did you use?

I like the art. Very nice. I'm interested in finding out how you made it. Every time I used Missile, Merlinus used Missile. Also, how can a shield block missiles, but not a sword?

I didn't make it far -- I got to some machine and pressed D and then the screen went blank. I think it said Eye Needles? I like the cute art. I think the player attack animation should be shorter/faster.

Not much to comment on here. The items  you have implemented so far are interesting and fun to play around with. I understand this is a demo, but this is quite short. I wish the enemies respawned on a timer or something so I could play around a bit more. I was also able to jump out of the player's spawn area (the area with the controls) and fall off the map.

It would be nice if I could bring the camera farther down toward the ground. Looks promising so far.

(2 edits)

Hey thanks for all the detailed feedback. Yes the game is still very basic at this point.

Item swapping -- Since healing potions are in abundance, I simply use one before opening a chest if my inventory is full. The way the map's info is tracked currently doesn't lend itself to "drop" items and pick them up later very easily. At some point I do intend to refactor that. 

Seen Areas -- I tried implementing this. I'm currently using ROT.js and can't seem to figure out how to get the the FOV utility to draw already explored areas. I know it's possible as other ROT.js games have achieved this, but because I couldn't figure it out, I opted for the minimap.

Corpses -- I plan to add some corpse functionality at some point.

Stairs -- Yea I guess I'll go ahead and mark them on the minimap.

Leveling -- No leveling yet.

Chests -- Currently there are only 2 items in the game. Scrolls of Fire and healing potions. Chests currently have a very small chance of giving you a scroll. I made the chance so small because it's a powerful, no miss item that's capable of killing all current monsters with one hit. I'm going to increase the drop chance I think. I'd like to see it pop more often.

Dungeon Levels -- The dungeon is currently infinite amount of levels. When descending the stairs, a new map is generated. Currently the only "goal" is to see how high you can get your score.

Info/Message tabs -- I'm not entirely certain what you mean with what you've mentioned here, but the info and message tabs aren't being rendered by the game, they are simply HTML elements on the webpage itself.

Equipment -- I would like to implement equipment, but I don't really have any ideas for what to implement. I guess I could implement scaling difficulty for the monsters? Right now you start with +2 defense and +3 attack. The way combat works is each number is represented by 1d6. For example when the player attacks, you roll 3d6. Anything over a 3 is a success. If the monster has +2 defense, it rolls 2d6. Any successes are subtracted from the player's successes and that's the damage you deal. So if you roll 3 attack successes and the monster rolls 2 defense successes, you deal 1 damage.

I would like to implement more content/systems/etc, but I'm just very much out of cool ideas.

Thanks again.

(2 edits)

Hey thanks for the feedback.

  • Let me hold down a button to keep moving and a button for moving in strides (e.g. press M then W and you walk through the entire corridor).

The first part of this has been added.

  • Button for looking/inspecting  things

That's what the key in the info tab is for. There's nothing to inspect yet, but I'm working on something like this.

  • Picking things up destroys the item if inventory is full? That's evil

Mwahaha

  • If inventory is full and I drink a potion it always drinks the last one, is the inventory being reordered?

The inventory is re-ordered when you consume an item. I assure you if you have multiple items and use item 1, item 1 is actually being used.

"right now you can't drink a potion while standing on stairs" -- I could change the item use button and the button to use the stairs? Right now they are the same.

"Not knowing what items are on the floor and being unable to check unless you start drinking your inventory away was probably the biggest thing though." -- This will be a bit harder to implement because the map doesn't hold a series of objects, It's just a list of ASCII tiles, but I suppose I could implement a hacky solution.


The game as it is is just a simple game. To be honest it likely won't get much more advanced than it is. In the roguelike world, setting yourself apart from other roguelikes usually requires a deep understanding of math and algorithms so that you can implement systems that don't exist in other games and I'm simply too shit at both of those things, lol.

Thanks again!

EDIT: Diagonal movement -- this is intentional. I want the game to be easy, but not too easy. Sometimes the troll just gets ya! My highest score so far is 600 something on depth 16, but I'm thinking I will implement a scroll of teleportation which will simply be a rare drop.

Thanks for the feedback!

Very cool. What engine/technologies?