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darkempathy

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A member registered Sep 01, 2018

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Hi.


Wow, forgot I played this one.


I'm unfortunately not setup for any livechat programs at the second, though if you go to www.audiogames.net and register for the forums there, you can discuss accessibility with myself and a lot of other visually impared people.


For an example of a game that does very much the sort of thing I mean when I mention cutting out the ascii art, see https://huw2k8.itch.io/warsim


Hth.


All the best, 


Dark.

Hi. 


Awesome that someone else is working on a classic castle rpg, and a roglueike at that. 


I only have one question. 


Games like this are great for visually impared players using screen readers, since all the text is readable.


The problem, is the massive amount of ascii art, especially on the inventory, since having to listen to your screen reader saying dash equals dash equals plus plus plus dash equals dash plus star etc, is pretty confusing! 


Any chance of implementing a no ascii option as games like Warsim do? 


Other than that, this looks  epic! I particularly like the atmospheric writing, even on general npcs, Though I didn't exactly understand why I randomly ran into a fight with an enemy orc whilst leaving the market :D.


Be looking forward to seeing where development on this one goes.

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Hi. 


No access problems so far in my new playthrough, other than my character being basically unstoppable :D. 


For  the new game plus, you might consider instead of scaling the difficulty or allowing the player to keep upgrades, giving the player some sort of smaller scale prestige mechanics as rewards instead,  since I actually miss unlocking the different abilities and upgrades and levelling through the game this time around. 


You could even tie these to specific endings, EG if a player ends the game with one faction victorious, give them a smaller scale say %10 bonus to fighting or talking to people of that faction. 


While if a player (as I did), ends the game neutrally, give them a more passive bonus, like a %5 to all microchips found.


It would also be nice to see post game which endings you've unlocked and which you still have to go, since collecting them all could be fun, especially if; ---- as I sincerely hope, more enemies and zones are on thee way. 


Lastly, I'm afraid one textual error kept bothering me. 

Whenever I used water the game said: "you parch your thirst", 


This seemed very weird to me, given that to "parch", something as a verb is to dry it, indeed, I don't know if this was a typo and the original sentence was supposed to be: "you feel parched, so quench your thirst."


Sorry, this was one specific point that did sort of niggle a bit.


Lastly, as I mentioned on the audiogames.net thread, you might consider tweaking some of the character interactions, and maybe even prownowns to reflect the player's gender. 


When I play games, I tend to like to play as different people who aren't! me, because, well they usually aren't! and because I find it interesting to learn about their experiences as opposed to my own. 

If an interaction with an npc a little too obviously feels generically written so as to make that npc male, female (or none binary), then I tend to find less connection with that npc myself. 


For example, in my first game when playing as a straight guy, Ash felt  far more male, while Esra far more female, indeed in that game, I felt much more romantic connection with Esra than with Ash or river, indeed River I didn't really interact with enough to see much of , while in this second game, the connection with River is so instant it feels nearly pointless, indeed I felt far more attached to Shay as a female friend, and echo as a male friend; (the text seemed to sometimes refer to echo as he, sometimes as they), though I admit the chief reason echo felt male was that in my head he sounded like commander Data from startrek next generation, though on an interaction level, Echo could equally have been female  :D.


In my second game when playing as a straight lady, the opposite is holding true, with Ash feeling like a guy.


Again, it's a personal preference thing, and certainly not a deal breaker for me on any score, really enjoyed the game generally, but I do find if I can obviously see the author's hand creating a blank slate character to fit either gender, I feel I get rather taken out of the story, and far more concentrated on wondering which bits of the writing got changed.


If you did consider doing anything about this, I would personally  prefer if romantic, or at least semi romantic npcs (such as Esra), got a little tweak in writing to reflect interactions and appearence, and perhaps a name change, EG male Ash, or female Este,  (not sure how none binary fits into this).


Again, if this stays as is, fair enough, it's certainly not a big deal.


Either way, Looking forward to seeing what new things get added in the future.

Hi.


jukesy1992  posted this to the forums over on www.audiogames.net, and being a massive fan of text driven rpgs, old school scifi, (loved the references, especially to Anne Mccaffery), and exploring alien worlds this was very much my sort of thing. 


Just finished the game and got my first ending, though will be seeing what others I can get, so thanks for a lot of fun, love exploring all the weird encounters, and regions, indeed my only miner problem is I wish there had been a little more, though it's possible the ending I chose ended the game slightly earlier (it was ending 11-1 btw).


Other than the unreadable buttons for stats, score etc, everything played fine with NVDA, though the version I used was one I downloaded last night, so not sure if you made any fixes there. 



All in all, thanks for a great experience. 


Also, a friend a couple of bugs to report. 


I was trying to go none lethal as much as possible, but a couple of bosses couldn't be subdued, EG the alien at the end of the grey ruins, and the predator in the ruins library. 


I also noticed that after I unlocked a new region or event the text would show at the bottom of the screen, EG "you've unlocked the yellow swamp", all the way through with no way to get rid of it. 


I'm not sure  why exactly this was, and it certainly wasn't a major issue, but thought I'd mention it. 


Either way, thanks for a great experience, and I'll be interested to see what else Trigia has to offer.

Hi this looks awesome, indeed as someone who actually grew up in Nottingham, England, I'm interested to see what the game makes of the legend, and as a big fan of both resource management and story driven games, I look forward to seeing this play out.


I'm however rather concerned over the stat screen issue, since I'm also a screen reader user. 


I'm honestly a bit confused as to why the stats are not! reading, since usually if there is text there to be read in the window, it's findable, however not in this case. 


I wonder therefore, if it might be possible to add a link to print the stats in the main window, or perhaps show them on the heading with the year and date? 


Btw, if you download the free windows screen reader NVDA from https://www.nvaccess.org/download/ and run the game with it, the problem will be obvious. 


Really hope this can be fixed and that the game becomes fully accessible.

(1 edit)

Wow this is awesome! 


I love the idea of giving you all the spells etc at the start and then you having to survive. Though I did manage to finish first time around, it wasn't the easiest time, and if I hadn't got lucky with the final boss I probably would have been in trouble. 

I'm also interested to play again to see what new stuff is out there. 


I did encounter one bug, the description of drinking the mana potions was the same as the description for drinking health potions which was a bit odd.


My only miner gripe gameplay wise, is it would be nice to get some stat tracking and/or achievements, or maybe even some rewards for subsequent playthroughs (I did wonder if the three succubi you could summon at the end would be ones you'd encountered in the game). 


Especially because if there was say a tracker for games lost, even your sacrifices to the all powerful god Aaranjee, lord of random numbers would have a point, lol.


Btw, just wondered, had you ever considered producing a none erotic rpg?


I've no problem with a bit of naughtiness now and again, albeit I play games like this more to enjoy pounding demons, ---- no not that sort of pounding! than to titivate my libido. 


but for succubus draining maze particularly, it probably  wouldn't take much to turn this into a simple monster slaying fest. 


As I said, I've no problem with erotica myself so long as there's a game in there, but over on audiogames.net, there are several younger gamers who have said they'd enjoy the rpg aspects, but aren't comfortable with the adult side of things. 


obviously, in slime girl caverns it's built into the world, but I could see a vanilla version of succubus draining maze, with all the great mechanics, even succubae as enemies, but things staying pg13.


Indeed, both slime girl caverns and this game feature some of the most tactical and unique combat I've seen in a text rpg, and it'd be nice to share it with a wider audience if possible. 


of course if, as the blog post said you'd prefer to focus on standard fiction and want to give game development a break for a while, fair enough, though as I said, the design, tactics and gameplay here rock!

Well I've now finished the game, awesome stuff! the final fights were quite epic. 


The tropical fish seemed fine to me, albeit that I needed some gear from the mage tower to do it in. 


I'm looking forward to seeing more stuff added in the last couple of zones, in particular, it would be fun to explain where your sudden army in the end and the hole resistance thing came from, though I'm willing to hand wave logic for just being a rolocking fun battle. 


Actually the ending was hilarious! 


Great job, and I'll look forward to seeing how well things expand in the future. 


Congratulations though for getting a very unique, if off the wall rpg finished.

Hi. 


I'm staff writer for the site www.audiogames.net, a website devoted to games accessible to blind/visually impaired people. Text games are great because they're very screen reader friendly, also there aren't that many text rpgs kicking around. 


As you will gather from this topic:

https://forum.audiogames.net/topic/40743/slime-girl-caverns-erotic-text-battling...


On the audiogames.net website, people are really liking the game so far, and are looking forward to the next version. 


I can say myself, even though erotica is more a sideline interest for me, I really love the rpg elements, and the weird world. 

So looking forward to exploring more of the factory, as well as seeing more zones. 


Really hope work is continuing on the game.

Hi. 


I agree with crashmaster about more healing items being nice, but I had less problem with the prices in hotels, especially after the money started coming in and after I did a bit of levelling so that spells like power healing started to tell. 


I would like to see the spells balanced a bit so that spells like freeze and poison sword were more use relative to their mana cost, since most of the time, the big strike was doing more damage. 


With side quests, I actually like the backtracking to previous sections, and given that the forest god quest is not possible to complete in New York, presumably there will be a way to travel between zones, perhaps with that spaceship previously mentioned. 


for me, the more areas, and the more reasons to go to both new areas and previous ones, the better. 


Actually this could be a fun way of adding extra, none combat stuff, by having either collection quests or  item crafting which required you to run around previous areas looking for items. 


This is also where enemy loot might be a thing, after all it would be cool if those nasty diamonds could be used to make you some diamond armour, or if you could get spades from spades and thus forge an awesome spade of digging to let you access underground areas.

Glad you like the  feedback, because yeah, these sorts of games are fun, and the story is randomly bizarre! 


Other minigames or alternative puzzles might be nice too, I also really like the sidequests and the need to backtrack and look in other areas for new stuff.


Btw, feel free to give world of legends a play for some ideas, since if we're talking a game with potential, that one definitely qualifies, and there are several moments there that could've done with expanding, especially later in the game. 


I will say though, the balance in freshman's adventure at the moment is currently better than in world of legends, even if the game isn't quite as long.


I do wish freeze and poison sword did a bit more damage relative to their mana cost, the big strike, since it doubles your melee damage usually hits harder, or at least hits enough to balance the cost. Protect I is also a great spell, but rather high cost compared to the big strike as well.


World of legends also didn't really feature much for the enemies to do besides attack and poison you either, so the extra effects in freshmen's adventure are pretty cool, I rather liked the being turned into a diamond moment, and occasions when you needed to play slightly differently. 


It might be fun if enemies had skills that affected their next attack, EG if an enemy did a super attack that made them take more damage next turn through leaving themselves open, or if an enemy shielded themselves. 


either way, really hope a lot more is coming since with this sort of craziness, there really is no limit to where it could go. 


Beating up ninja zombie space unicorns from hell? 

Fighting the evil polyester haddock king! 


Or even just busting up that mean dinner lady in the school cafeteria who always short changes you on lunch portions! :D.


Who knows! But it'll be fun to find out.

(1 edit)

Hi. 


I'm the staff writer for the site www.audiogames.net, a site devoted to games accessible for blind and visually impaired people. jukesy1992 (who is one of our administrators), told us about a freshman's adventure. 


I'm personally a big fan of actual text rpgs, of which there is a surprisingly small b number (interactive fiction yes, actual rpgs no). 


And I must admit this one was fun. 


I played right through the game, enjoyed the randomly bonkers story, and liked getting all the levels. 


I did notice one section towards the end of New York when the girl who gave you the side quest was called Abby rather than Ashly, but in general the game was fun! I loved getting all the spells and fighting the random enemies. 


The only miner issue I ran into, was that I gathered 10 k gold for the forest god in New york, only to find that that side quest isn't possible to complete yet. This also got me up to level 15, and after I got the ability that was supposed to award xp whenever I overkilled a monster, I started getting zero xp for each fight. 


Is this because level 15 is the current cap? or is there something else. 


Really look forward to seeing more of the game, more spells, more insane enemies and more nutty places to go in the quest to defeat a school bully who is for some reason also an evil soul sucking monster! but hay! 


thanks for a great time, and really hope development continues with more chapters of the game and even higher levels. 


I'll be adding this to our database of accessible games since its also wonderfully screen reader friendly.

Well the game did run for me this time, but I'm afraid I did not find it particularly playable. 


Firstly, most of the time when I clicked with the mouse, I was put out of the window, indeed the game does not seem to be capturing mouse input at all, and since (like most blind people), I use the mouse rarely, this wasn't particularly useful. 


However, I used NVDA, my screen reader to route the mouse curser to the window, and emulate mouse clicks which did let me shoot. 


This meant I could hear zombies and fire, however nothing seemed to happen. 


I could shoot left and shoot right, but only ever heard zombies on the left, and however much I shot, nothing seemed to change, I just heard the same zombie grones. 


might I suggest considering either keyboard control, or, if the mouse is used to turn or whatever, maybe having the game more readily capture mouse movement, since honestly it was hard even to click the buttons without going out of the window (hence why I used mouse emulation).


For more about audio games, please visit www.audiogames.net.

Hi. 


I love the presentation here, the grim takes by station control and your commander, wonderful sence of the world. 

The audio is also great, with the music and spoken dialogue. 


However, I'm afraid the gameplay and game design are really letting this one down. 


Firstly, the specification of numbers and coordinates. Often, by the time coordinates were spoken, it was already too late, especially when coming in on approach, indeed the audio beacon could be used far more than it is. 

Why there isn't a single key press to get x. y and z coordinates I don't know, ditto with speed, indeed the thrust system with 5 being neutral took me a while to work out. 


However, the major problem in the game, the game is literally impossible! 


After half an hour of trying, I still had not completed the training mission. 



I tried coming in on speed 3, then throtling down. I died. 

I tried coming in on speed 4, then changing to speed 5 when I was one coordinate away, this left me hanging in space at speed zero, and one touch of the thrusters caused me to die, indeed by the time I got the proximity warning it was already too late to pull up. 


I tried coming in at speed 4, then changing to speed 6 when I was one coordinate away, and again, I was just hanging outside at zero, and one touch of 4 and I died!


The thrusters seem to accelerate and decelerate way too quickly, especially with the clunky, three key press input to change your thrust level, and three key press input to check anything. 


I really don't like having such a downer on the game, since the concept is interesting, the presentation very nice, and the audio (for all that it felt that the speech and beacons weren't used correctly), is really good. 

however I'm afraid after that many unsuccessful attempts the game has gone beyond what is fun. 


I would hevily suggest streamlining the interface so that thrust can be changed a lot more quickly, as well as getting far easier ways of reporting information. 


Several other audiogames have simulated fine tuned vehicular control, EG, Tube sim,  the Japanese game dreamy train, the flight sim eurofly, or the combat flight sim zero sight, so it might be worth examining the details they've used, EG easier ways of distance reporting, since all of those titles (even the very difficult zero sight), were far less problematic than arrival. 


For more info on these and other audiogames, please visit www.audiogames.net. 


I'm really sorry to have such a downer on the game, I genuinely appreciate the work that's gone into this, and I'm quite aware games development isn't easy, I also really hope that development will continue in the future, since we definitely need more detailed audio space games. 

Okay, credit for the good idea with this one and the wonderfully retro sfx, however I'm afraid there were two major issues for me. 


The first, was the very choppy sound quality, which meant I was not sure how much I turned towards or away from a node or from the beast, meaning that finding the nodes meant spamming the beacon and turning, since it was not necessarily easy to know when a node was in front of, or behind me, or when it was left or right, how much to the left or right it was. 


Btw, I am using google chrome for the browser, if that makes a different to the way sounds are played.


the second, is why on earth isn't there a sound for when you walk into a wall? Really the game is far harder than it needs to be, and somewhat frustrating I might add, since I just could not get an idea of the level layouts with the beacon alone, thus could not know where the beast was, or beacons were or the best way to avoid it. Indeed, this is I think perhaps why sonar tends to be used less in first person audiogames than other methods of navigation. 


A snap to 90 degree direction command would be nice too, though might make the game too easy.


All in all though, nice idea, and particularly love those retro sfx, and running away from the beasty, indeed if a wall bump sound was added I could see this one being fun.


Btw, for more on audiogames, please visit www.audiogames.net.

Okay this is pretty awesome! 


I love the manoeuvres, the snarky ai and the fact you need to think, when sneaking up on the satellites to get a good firing solution. 


I do wish both that there was some indication of proximity in the radar tones, EG warnings for when an object is under 100 and under 50 units away, it would also be nice if the enemy shots made a bit more noise, though generally I get the idea is knowing where they are and approaching. 


Would love to see this expanded, but even as it is, its a  pretty great job and a fun play!

Okay this is pretty awesome! 


I love the manoeuvres, the snarky ai and the fact you need to think, when sneaking up on the satellites to get a good firing solution. 


I do wish both that there was some indication of proximity in the radar tones, EG warnings for when an object is under 100 and under 50 units away, it would also be nice if the enemy shots made a bit more noise, though generally I get the idea is knowing where they are and approaching. 


Would love to see this expanded, but even as it is, its a  pretty great job and a fun play!


I'm afraid this one just would not run for me. 

When I launched the exe file, I got an untitled window, that sat there with nothing happening. I tried waiting, using the mouse, and hitting lots of keys, and still got zippo.

Interesting idea with the footstep sounds denoting gameplay, and I liked the ironic narration, although a bit more background and/or obstacle sounds might have been nice.


However, in game terms this defaults to boppit, indeed when I first played I assumed I'd have to tap the d key to run quickly, and then jump and slide in an arcade action way. 


Btw, for more on audiogames, please visit www.audiogames.net. 

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Hi. 

In this topic: https://forum.audiogames.net/topic/33117/planet-life-now-updated-with-a-third-ch...  over on audiogames.net, it was recently mentioned that the Android version of the game got more updates and collectables. 


Is this content also in the web version, because, well if so, just another reason for a third playthrough from me.


Btw, silly Itch.io does not recognise bb code.

Hi. 


Legendary jerks would rock, indeed since I've been walking around with over 100 jerks, reducing my team is going to be hard, so it'd be nice to have some uba replacements. 


In particular, I notice that the derek's appitite for stardust sometimes goes down and sometimes not when you feed them more muffins, but tends to increase during the fight. It'd be cool if say there was an ability that made the increase in derek appitite smaller.


You could also consider some upgrades for jerk squad size limit too, if it's now going to be limited.


I'm still at the moment grinding up resources for jerk upgrades, and am only on 6 out of the final 21 derekunians, and that's quite aside from all the super high stats on the derek summoner to work towards.

(1 edit)

Hi. 


Ah that makes sense as regards jerk size limit, though it will make the strategy interesting, and imho it'd be awesome if more epic jerks like jerkinson cruso were in the game, perhaps at a ridiculously high cost of space rings or even requiring lollypops to buy, particularly because looking at the stats of the summonable dereks, you will need truly bonkers amounts of resources for upgrades, so more to work for will be good I think, also of course, if you can only have a max of 50 jerks on your squad, the amount of spacerings you will need will be limited anyway.


I definitely understand working on one project solo takes a lot of time besides a job, but congrats on producing such a polished game, I particularly admire the thought that has gone into  designing the battle system in this one, since it's really rare to find such an easy to understand system, heck even healing yourself after battle is far more interesting than in most rpgs. 


Well back to smacking dereks I go :D.

Okay just reporting a miner bug. 

Beware! Spoilage ahoy! 

Now that I have finished the game and seen the ending, though didn't take the option of finding out what has happened to jack, I cannot buy anymore jerks, I've clicked on the jerk cans, I have over 6000 space rings, and nothing is happening, yet if the Derek's stats go as nuts in the later battles as I expect they will I will probably need more jerks as well as upgrading power. 



Am I missing something? or is this a bug, since there is no explanation, and if it is intended to stop players buying more jerks, then why does the final dungeon turn up whe it does? 


I hope that I am missing something and that this isn't broken, especially because I rather enjoy seeing what new jerks turn up, and now that makes space rings yet another useless resource.b

Okay I have now mostly finished chapter 3, or at least there is only the final dungeon to go, though that is probably going to take a while to buff up with all of the correct upgrades. 


As I said in the last comment, this has been fantastic, I love the battle system, which even makes repeated fights interesting, and the ending was great, bringing in characters from the hole saga and wrapping things up. 



Since I'm going to discuss a few mechanics now in detail spoilers ahoy: 


Firstly, as I said, previously I do think there might be a miner mistake on the wood synthesizer price display, not that it's a problem since you can just click the upgrade button and see if it works.


I do wish there were a few more advanced jerks after the fantastic jerk can stage, since I reached that stage comparatively earlier on and whilst I can always buy more jerks for the pile, (I'm currently at over 110), new powers to play with are always fun.


One thing I didn't quite get, was the bit about dismissing certain jerks, since it seemed to cost stardust to get rid of them, unless the idea is that you need to just cope with the choices you have made, then again since the total number of jerks you have isn't a factor and limiting the size of your jerk pile would drastically change strategy this isn't too much of an issue.


One problem I did have however in the later game, is that just as stardust became almost useless towards the end of chapter 2, since all of Derek's upgrades just took gold wood and coco, in the same way, both gold and stardust, very much needed earlier became useless later, indeed even though I've stopped using the space bar,I have so much gold it's not funny. 

It'd be nice if either gold and stardust could be converted to other resources, or if there was something to buy with them beyond  the odd bean, using the derek summoning device or gnome sneak attempts, ditto with lollypops, indeed I love the way that so many actions give you lollypops and they're needed to gain more power. 


I'm afraid one rather odd part of the game I found was the gnome sneaking, and indeed there I'm not sure what is where. 

my reccord so far is floor 109 (I was a little confused things didn't stop at floor 99), and I don't know if I've found everything there is to find down there or not. Indeed, it might be nice to have a few more things to buy to help with the sneaking, for example, single use items to effect a diversion and give you a free sneak, or an ability similar to the door of regret that would reroll the door types for you. 


I was also a little surprised that more sneaky gnomes weren't available for even higher stardust costs as well. 


all in all though, the game has been great fun, I'll definitely be defeating the final battles and seeing what reward you get before taking the last step (which I'm fairly sure will restart the game). 


Thank a lot however for all the work you put in, the weird universe, including crazy sound effects, and all the great systems and battles. 


Whether planet life gets further upgrades or a sequel, or whether you work on something else in the future, I hope things go well.b

Alright, I'm now well into the third chapter and yee gods it's bloody awesome!


There is so much stuff to do and so many different goals to try out for. Also, I love how balanced resources are, although I've not found a good way to get stardust as yet other than finding it in the sneaky dungeons, but hay I have more things to do, actually the fact that there is an awesome battle system here as well as so much else is going to please a lot of people I think.


Two points, firstly I'm not sure if the wood synthecizer prices are displaying correctly, since for a while I thought I couldn't upgrade it, also I notice that when sneaking gnomes down the dungeon, even when the rate of detection is showing at zero percent, presumably because your gnome's sneakiness is higher than the dungeon , the detection rate still rises.


Secondly, I unlocked the way back to the broccoli empire which is great, 

however I do wish that had more of an effect on burger's gameplay once I unlocked it, EG a way to send some resources from the planet to help burger out or the like, but as far as I could gather, the planet had no new options. 


it'd be nice if say you could use your resources as a planet to construct a transmitter to send Burger help occasionally, so that your past progress could actually affect your present, as well as give players something  do whilst they buy Derik upgrades :D.


Still, we'll see, I'm quite looking forward to the ending, though judging at how strong the enemies can get and how much upgrading the jerks take, chapter 3  likely to take longer than chapters 1 and 2 combined, even counting finishing the final dungeon :D.

Okay well it's done, the final dungeon of doom conquered for the second time. 


I admit that this time around I did sort of cheat a bit, or rather because I was aware of the stats necessary to finish the final dungeon I knew what I was going for, so I just bought lots of upgrades for sven and the penguin and let things run until I could get enough upgrades for Derek. This plan was also rather augmented by the fact that whilst I left my computer on all friday night resource gathering, I also ended up leaving it on all day yesterday since I wound up spending a lovely day with my lady rather than smacking Jerk's around :D.


so where before I finished the final dungeon with 6800 strength and 3600 health, and it became quite a struggle, this time around I had 7260 strength and 4200 health, as well as over 60 bull farts (had to use that gold for something), and it was far less of a struggle. Though I didn't make use of the farts until the number of Jerks exceeded my amount of health, actually I did have one nasty moment around floor 90 when I fought 3500 odd Jerks and finished with just 13 health, so resorted to gas power after that :D> 


Either way, all finished now and I can move on to Burger's story propper, which I'm quite looking forward to.b

Yep, I can confirm the jerk club is now turning up on the Itch.io save when I talk to Bret, so glad that is now fixed


However, whilst I'm tempted to continue through chapter 3, I've just finished the first endless dungeon on the main planet life site and am just about to start in on the Broccoli empire. 

I'm actually rather pleased with the fact that I took the time to go through the first endless dungeon prior to moving on. 

So as I'm this far through my second playthrough, I might as well continue. It's nice to see everything again anyway, and will make chapter 3 nicer as a conclusion I think. 


I'll report back when I'm further along.

I finished all the endless dungeons back in October when I played the game originally, that's actually the save I have on Itch.io. 

I don't have discord and I'm not sure about discord with screen readers, but I don't mind playing through again as it's been a few months.


Spoilers ahoy for finishing endless dungeons! 

When I played through last year, the only reward for finishing all the endless dungeons was viewing of the leader board, sadly there wasn't really even a congratulations message or the like, much less anything like unlocking a cheat's section or some uba special production item or similar. I hope there is something more this time around, or is there some effect on chapter 3 if you finish all the endless dungeons? 


If  it's just the same viewing of the leader board, then I might just forget the endless dungeons this time.

Hi. 



Okay I have started on the website. I will say I am quite sorry there is no reward or even just a congrats message for finishing all the endless dungeons, especially now that it seems chapter 3 goes elsewhere so players won't get as much chance to try them. 


Btw someone on the audiogames.net forum was asking whether the downloadable html version of planet life also has the broken progress issue? I would assume not given that it sounds like that is related to the version on Itch.io specifically, but I'm not sure. 


Also, people are wondering when the Ios/Android versions will get the update too. 


Thanks again for the game, replaying through the first chapter just reminds me how much fun it is, and it's always nice to see old friends again.

Okay I'll try on the other url. 

It means restarting the game, but I was actually thinking of doing that anyway. 


Just as a quick question, are there some rewards for completing the endless dungeons now? 

if it is just the same as before, I will go straight on after finishing the  broccali empire, if however there is something new for finishing the dungeons, I'll do them again on the new save.

Okay this is odd and I don't know if something in the game is not working, perhaps because I am continuing my save from before.


Beware! possible spoilers ahoy! 


The bar with the drunks where I could previously generate gold on Burger's planet is not showing up. 

Bret mentions the idea of starting a club for Jerk friends, there is a "what's up" link which asks me if I want to fund his new idea, but no way of accepting the proposition. 


This means that both gold and wood can only be gotten from dungeons, and entering dungeons means using stardust, so the core bean shop is not particularly economical, and coco is virtually useless. 


I have tried emptying and refilling my core twice, highering all the gnomes (even the one that took 300 stardust, though he only got to floor 26), and checking other options. 


I've got over 100 lollypops but the options for the club, or indeed anything else just aren't appearing. Indeed I wonder if the club options should've shown up just after I got the "whatsup" talk option for Bret and the space radio, which doesn't do anything at the moment.


I also notice that bret's coco collection numbers are a bit confusing, since the text says he's gathering 9 stardust a second, but the upgrade stated he was getting 16 stardust (the next will be 17, though that takes over 2000 wood which means lots of waiting around for stardust for dungeon attempts).


Again if I am missing something, or need to collect more lollypops or the like, fair enough, but previously I always remember if you looked around the game, there would always be some goal to go for to show you how to progress, and right now I'm not really seeing that. 


I'll try and go on getting crowbar upgrades, though I have a nasty feeling those just increase in price infinitely and so probably won't help with the unlocking. 


Any advice appreciated, oh, and if I have to just restart the game that's fair enough too, indeed I considered doing that anyway.

This is awesome! 

I was going to do something else today, well I suppose that is not happening :D. 


thanks for all the great work on the game. 


Btw, planet life now has an entry on our accessible games database as well:

https://audiogames.net/db.php?id=Planet+life


though methinks I'll need to update it. 


well see you at the end.

If you mean buying ghosts from Space Ben, I imagine he does run out, most you get from the ghost exchange, just wait around until the price is low and then buy a tonne. 


Your supposed to sell when it's high, but usually Derek's Jerk busting got me more than enough Stardust.

Just stuck my head in to see if my savegame is still okay since I needed to mess with the itch.io cookies recently, and thankfully it is. 

Still looking forward to chapter three and seeing what happens to poor burger.

Hi. 


I'm absolutely loving this. I'm a big fan of text rpgs with good mechanics, especially with random generation, I particularly like how much there is to discover, though I have a couple of questions. 


Firstly, my game doesn't seem to be saving if I leave the page. I know my cookies are working since some other games on Itch.io that use cookies save fine. 

Are there only certain aspects of gameplay that save with cookies? EG prestieges?


I also would really like a way to see the statistics of a given weapon or piece of armour, since the question mark button doesn't seem to work for those and it'd be nice to know for example if a staff does anything special. 


Lastly, I work for the site www.audiogames.net, a site devoted to games accessible to blind and visually impaired people using screen reading programms. Games using html work surprisingly well, since screen readers are very good with html text as long as there aren't any graphics or controls that are too bonkers.


Rpgs are very popular over there since as you imagine, there aren't too many accessible ones. 


If you'd like to chat about the game further therefore, feel free to check out this topic:

https://forum.audiogames.net/topic/31609/infini-crawl-text-dungeon-crawling-rpg-similar-to-the-wastes/


Looking forward to seeing what else is in the dungeon.

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Well I finally finished the endless dungeon, though yee gods it took some grinding, and even with 6800 strength and 3600 health it was tough. actually by the time I got to the nineties and was facing over 3k Jerks at a time I finished up just farting my way through :D. 

Sadly other than the hall of fame there didn't seem to be a reward, which was mildly disappointing since it did take a lot of resource gathering to get all those upgrades, although as the game gets expanded there will likely be more to do of course.

Two things I do wish, is that there was some sort of indication of the relative strengths of the Jerk's you face, since I lost out in dungeons fairly often when, even though I had more health than there were jerks, the jerks were obviously doing more damage. Even if you didn't want to include the jerk's strength, a single one word indicator of relative strength as to whether the jerkes were either stronger or weaker than Derekk, so how much health might be needed could've been helpful. 

I also would've liked a way to trade stardust in higher amounts with the stupid planet, since having to constantly hammer buttons to pay ten stardust a go when I've got over 7000 got very time consuming. Actually, it'd be nice to have some stardust options for Derek, since the other resources are all used to buy his upgrades, or maybe something minigame wise to play (I loved the little games with the brockley empire like the stock exchange). 

As to browsers and screne readers, you've actually already implemented many of the things  are good for screen reader use, EG headings and buttons for web controls, without any annoying bits such as mouseovers.

I am guessing  one problem on Ios would be that notifications in the game which disappear and reappear, such as the slots results wouldn't be automatically read by voiceover. 

In the browser these aren't a problem since none of the text disappears too quickly, and it's easy enough to just press up arrow to read the line above a button to get the slots results. 

This is one reason why I tend to prefer navigating web pages on pc, since its far easier when you've got handy shortcut keys to jump to next button, next heading, next edit area etc, than on Ios where you'd need to swipe, or to change the rotor control.

You might consider looking at having notification texts automatically output to voiceover, or putting them in popup on screen boxes.

Hth. 

I'll be looking forward to chapter 3 and new editions to the game, it's been a really fun ride, even if those endless dungeons were a bit of a slog :D.

Hi. 


I'm not sure what you mean by the questions not in the right order. Each question has an answer, which is one of the answers you have to buy from Ben. The order of the answers doesn't reflect the order of the questions, you just need to buy them and use them as needed, I'd recommend hearing the question, then looking for your guess from Ben, buying that answer with ghosts, then trying it out. 


hth. 


As to the music, no idea I'm afraid, though you can turn it off and on in settings.

Oh and as to reading text in browsers: https://www.nvaccess.org


That is a free screen reading program for windows. Others use commercial screen readers such as Jaws for windows or Supernova, but these days NVdA is pretty good for most anything, and better than several commercial programs. 


NVdA works fine with most notable browsers such as Chrome, firefox and Microsoft Edge (am using it with Chrome myself). 


Hth.

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And the coco dungeon is finished! With i believe 1680 strength and 1600 health, with 35 potions doing 320 a pop, and 17 bull farts. 

In fairness I was probably a bit over powered since I made a mistake and misplaced a number so lost at around floor 84 when I shoulddn't have done, but then decided to buy the upgrades anyway.

just the endless monster dungeon to go. 

I do wish there were some rewards for finishing the endless dungeons, EG some gold production increases, or some extras for Derik.


I'll be looking forward to chapter three, I liked the little prologue, the resource interaction there looked interesting, and I like the way the universe is expanding with new characters etc, along with the minigames and so on.


Out of interest, is the Ios version exactly the same as the version here, or does it have some differences?b

Hi. 


There's already been some discussion on the forum, see https://forum.audiogames.net/topic/31149/planet-life-now-with-and broccoli-browser-based-incrimental-rpg/ We could definitely add this one to the accessible games database as well. 

Btw, Just defeated the first endless dungeon, hurrah! though at the moment I'm waiting to get enough ghosts to tackle Wify's quiz.


I was mildly disappointed there wasn't more of a reward for defeating the endless dungeon, I was hoping to raise my gold production, but still I've not finished all the coco dungeons yet, much less the monster dungeons after that so there's definitely further to go.


I'm absolutely amazed I've not run across this game earlier. Over on www.audiogames.net we're quite the fans of incremental adventures like a dark room, and its great to find one with such a light hearted atmosphere and obviously a lot of attention paid to accessibility. 

Sadly C cleaner ate my save file (The cookie I thought saved the game wasn't the cookie it was), but never mind, getting back there will be fun!


thanks again for all the great work, I'll be looking forward to seeing more crazy challenges in this universe.

hhh