Congrats on well deserved first place, excellent game, some X-Comy vibes re exploration of derelicts and discovery of new enemies, very cool oxygen pipe mechanics!
Maurog
Creator of
Recent community posts
It's what I could deliver in 7 days, sadly. There are plans on expanding it re exploration, itemization and stats (while keeping it strongly timer-based). You can see some precursors of stats in the current "difficulty" paths, namely timer length and the amount of mistakes you can make. Also planned are some sort of time regeneration stat that will push against the timer the faster you type, and a way to regenerate hearts by various means (probably involving an attack that feeds on enemies).
Version 1.02 released
Changes: Easiest mode now allows ignoring caps and punctuation, and lets you continue after a mistake 5 times (as long as the timer permits). Easy mode ignores caps and allows 3 mistakes. Normal mode allows 1 mistake. Dead creatures are even more dead now. A bit more combat options.
This is unfortunate, and maybe has something to do with Brazilian keyboards being able to type apostrophes on vowels, so it doesn't know if you want to put a vowel accent or just the ' until u type it a second time?
Will mapping another character not currently used by the game to ' help you? Like, I can let the game accept ` as ' without affecting other players...
Ah yes, the fixes in the "fixed" version broke the hyphen. It's solved in the latest version (1.01) though, which also has much better flow due to not having you type the exposition, only the combat.
The boss thing is known, theoretically the guards should not allow you to hit the boss while they're alive, but it was cut due to lack of time, so yeah, focus on the boss and you will win it quickly. Will be fixed eventually.
Ack, I think it means you'll have to install the Visual C++ redistributable from here: https://www.sts-tutorial.com/download/credistributable2019
Please tell me if it solves the problem.
Thanks, it came out much smaller than my original vision for it, but it has most of the core mechanics (fight by typing obv, difficulty levels, greed-based decisions and stats+score).
I plan to improve on it and make it into a "real game" with progress saving, items, non-combat events etc, maybe even put it on Steam eventually.
Hello everyone, I was too busy working on this thing to post updates, but now it's done, so here we go.
This is a game played by typing the various descriptions to make them happen.
Here is an example of the gameplay:
You can download the game here and check it out:https://maurog.itch.io/steno-rogue
Feel free to leave any and all feedback. Thank you!
Version 1.1 is out!
Featuring the following changes mostly based on your feedback:
- Faster animations
- Autoattack symbols (skulls)
- Four-matches now give extra turn
- A new hp system on top of the old limbs system
- More information on clicks and mouseovers
Still not implemented but planned for version 1.2:
- Rebalancing enemies, more enemy types
- More items, more item types, loot tiers
- Board affecting abilities, that destroy or change tiles
- More clear distinction into tanking, dps and support among the equipment slots
Check out version 1.1 and stay tuned!
(The original Dismatch.rar kept for 7drl purposes)
Okay, the 7drl is finished, and the submission is what it is, but I have long term plans for this project. This was just a hastily cobbled together prototype that shows viability, the plans are to expand it into a real boy.
Features considered for the future:
* Rework of the limbs system to make it strictly secondary to a more traditional hitpoints bar.
* An autoattack symbol to make gameplay more fast and dangerous.
* Board manipulation abilities for both the player and the enemies.
* Total refactoring of items abilities and handcrafting enemies and their abilities.
* Music and sounds.
With proper refactoring this could turn out great. Feel free to post any feedback too, I would really appreciate it!