It's not open source per se, but you can view the unobfuscated javascript code directly in the browser on itch.
jere
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Hey trufata!
Listened to some of your stuff on soundcloud and you've got some really cool stuff. We're hoping to round out our entry with more tracks.
I think your synth based style would be a great fit if you find the requirements interesting. Our deadline is the end of Friday.
Let me know if interested. I added you on discord.
You can do that, but be mindful of the actual requirements (and the timing, which is a bit confusing to some): https://itch.io/jam/7drl-challenge-2023
In the past, some people that did this kind of thing did so in bad faith and the games were not related at all.
Thanks, Noah!
What do you think about the requirements I posted? Do they seem achievable?
Also wondering would it be weird to try to work with multiple composers (reducing the load on each) so like a track per composer might be cool. Any feelings on that? I see you posted in a lot of jam threads recently and not sure how much bandwidth you have?
This year I have an idea for a rhythm based roguelike a la Crypt of the Necrodancer. Working title is CONGA DUNGEON.
The idea is to have a line of heroes that move similarly to the classic game Snake with somewhat automated attacks but forcing you to move quickly on the beat. Think of a cross between Snake (or SNKRX) and Necrodancer. The theme will probably be very lively and on the lighter side. I want the game to have the energy of pinball.
This will be my 10th time participating in 7DRL. My last 4 entries are on itch.
Here's what I'm hoping to find.:
- Familiarity with or at least interest in Necrodancer and its music
- 2-4 newly made tracks, about 2+ minutes long. Not much need to have them loop.
- Songs have to have very clear beats.
- A range of BPM from ~110-160 , which will determine difficulty. I'm actually not 100% certain on this part because this game might play a bit faster than Necrodancer or not? I don't know how easy it is to change this on the fly, but some flexibility here would be amazing.
- Something lively! Something that sounds like it could be dance music.
The early tracks in Necrodancer are perfect examples really. I don't need music exactly like this, but with some of the same energy and functionality would be great:
Also, I just have to point out Courtesyby Chipzel. One of my favorite video game tracks.
Anyway, sorry to sound so picky but this particular idea has some functional requirements.
I've found a composer for music, though we're open to working working with someone to do SFX (I'm also fairly comfortable with that part too, either way)?
Game state is updated in sync with the animations. And currently yes it's blocking player action but that's not really inherent to this approach. In either case you can queue player inputs and speed up animations as the player plays faster. No need to block. That's probably what we'll do eventually... It's less of a priority because there's no need to play super fast in Leyliner.
Great question! Exactly right, this is my first time really trying this technique out.
What we're doing is keeping an event queue (basically just an array with FIFO order... with some exceptions). The main driver behind this was the Chain Lightning spell, since we wanted to animate each chain separately (seen in the above gif). Some other examples of things we want delayed are player/ally/monster movement; it's nice to distinguish those in order
The one tricky part so far is that it turns out it's not simply enough to always put things on the end of the queue to be popped off the start. There may already be future events on the queue when we do the Chain Lightning for instance and we want all those parts of the spell to come before anything else. So we added a priority to events as well. I'm sure some other method would work equally well, like nested events or something like that.
It certainly seems easier than doing all game logic immediately and then trying to animate to pretend like the logic happened sequentially. So far I'm really happy with this direction. Hope that helps.
I would like to develop it further one day. One problem is I'm not sure the mech part of the game was very accessible (to a roguelike audience and even less so to anyone else). It was confusing and I have a few ideas along how to develop it but I don't know if it's really salvageable and I don't want to tread ground that's already been covered by something like Cogmind.
Sometimes I think I should scrap that and fully develop the hacking portion, but I would need several other hacking minigames....
Really appreciate the feedback!
Not really. It was made for 7DRL where you're supposed to make a complete (if small) game and stop.
I have thought many times about pursuing this is a future stand alone project. I think it has a lot of potential. But I'm busy with other things at the moment.
Curious how much you enjoyed the hacking vs dodging vs mech riding...?
Hippasus, right you are! I realized that Spell Wheel wasn't hard enough to hold interest for long and I considered several modifications that would extend the play time. Most of the feedback I got was that it was simply too difficult though. Very few people would say too easy. So I held off on updating it and haven't had much time lately anyway.
My ideas in case you are curious:
- Make it harder to rotate freely, perhaps by preventing rotation to an uncharged spoke
- Randomize starting wand and maybe do one power per spoke instead of 2
- Reduce blocks added per floor to 2 or 1
- Have a huge boss at the end of each run that is a crazier version of a normal enemy with a ridiculous amount of health and some special ability (e.g. Astronauts are twice as fast, Jellies produce small jellies)
- Increase monster damage and/or HP over runs but give the player a way to match that power increase with proper play. My current idea is to have them find a rare spell that destroys their entire wand (so they start from scratch) but they get +1 damage each time they do this.
Reviewing this again, I worry that new players would think the game is even more impossible. More tutorializing might help though.
Thanks for the feedback!
Thanks for the feedback! I will try to incorporate some of that if I put out an update. As always, it's super hard to balance these things. I was actually considering making it much harder because I find it way too easy as the developer. A few tips:
- Use your bump attack when monsters have 1 health left. Otherwise try to use spells from as far away as possible
- Confuse/sleep might let you get free hits. Poison and fire will do damage over time, so it's best to kite monsters with it
- You can rotate to pass a turn if you need to
- The safest thing to do is run for the exit. Avoid picking new powers if you're in a weak position because they spawn monsters. Monsters also spawn if you stay for long enough.
- Since the recharge icon (blue @) recharges all spokes, it's best to exhaust your spell wheel before picking them up
This is not a huge deal but the set of links overlaid on the game page (with the class user_tools) is slightly obscuring my actual game. The game jam link is the widest, so is the biggest offender.
To get around that, I figure users will try full screening the game but then I have a separate problem. One of my in-game controls is ESCAPE. I believe I'm already doing a stopPropagation, but nonetheless the full screen is exited. I suppose I shouldn't stop the full screen exit anyway, so wondering if the first issue can be an option to maybe move/disable the user tools?