Just played this and have to say it's absolutely lovely. Great little size that's easy to bring wherever the and D6 system is a welcome change!
NorthStateGames
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Thanks for playing! The game has a complete ending, the trick is to strategically fight the enemies and collect items from enemies to help you defeat them. Strategic use of the items you get and not rushing to the next level are all keys to making it to the final boss and winning. The last run you had was good, just use those scrolls and you probably would've won! RNG from loot drops can be a big factor in the early levels. Being vanilla javascript and not part of an overall engine is the challenging aspect with text boxes etc., so hoping to improve that for next year. Loved watching you play!
Love the game! Super fun, probably the most fun of all the 2024 entries I've played. Setting up near the river with electric fences really lets you unload bazookas none stop. Won in Hope mode on my third try, 322 zombies killed. Would love to see a leaderboard for that mode! Great simple tutorial, impressed you were able to include that in the 7 day challenge.
Thank you for playing it and the feedback!
The text bug has been driving me insane. So I've been working on it and spent WAAYYY too much time during the jam working on fixing it too. It's my first real game in JavaScript.
Already working to expand it :) There's a whole world I'm trying to explore in this game, just hoping to have a much larger updated version that'll be coming out!
Scrolls will destroy any enemies on the map, so they come in useful when you reach the "Boss" level or if you get in a bind. I wanted the items to "drop" from the enemies, so had the game just choose a random tile around the enemies, but could see why it'd make sense to drop on the same time as the enemy.
Thanks for playing, appreciate the feedback!
Mere minutes to spare but I was able to close the game loop and submit a finished game. While it has less content than I wanted, I'm glad I could get a complete gameplay loop and submit. Will definitely work on it post-jam and update with more enemy variability and lengthier gameplay. Good luck to everyone else!
Getting the real game feel in now, levels have meaning, still working on enemy variability and a final boss, so hoping to implement both of those aspects before submitting tomorrow. Thinking that audio will be too much of a stretch to incorporate though, so I've cut that and the tileset I was going to implement.
Halfway through Day 2 and while I'm not where I hoped I'd be, it's finally starting to look a lot more like the game I have in my head. Dynamic waves crash around you (walls) and you walk on ground that is sand colored, as the whole game is supposed to take place on small islands (think WaterWorld type setting). Required re-doing a lot of the base drawing code from the RL engine ironically enough, but now we're past that!
I spent the week before the jam trying to build out a basic Roguelike Vanilla Javascript one page engine. While it isn't finished, it had most of the basics I'd need to create a game this week. The premise for my game is actually going to be a formerly 20,000 word book I had started back in 2016. I feel like as a video game I'll be able to convey a lot of my ideas in a more structured manner than I could've in a novel, so really looking forward to implementing that into a game!
So far I've worked to enhance the "fog of war", as that was an aspect I was missing. After the first hour, I've got it implemented into the game to a level that's satisfactory.
So I'll call my first hour out of 168 a success so far! I think my next step will be to implement NPCs that can issue quests.
Basic NPC logic and spawning implemented, as seen below with the "C". Now I just need to figure out a way to ensure they aren't blocking passages/stairs.
Well, it's 10:40pm here and I stayed up until 3am to watch Dune Part 2 late last night. Calling it quits for Day 1, but I got NPCs to randomly walk around the map and a good list of names for them too. Plus I have one NPC spawned with a specific name to be the primary provider of the main quest, so pretty happy with progress so far. I also have a rudimentary tile system in place so I can quickly shift between ASCII and a tile based system if I have enough time later in the jam to fully flush that out.
I had been tinkering with an old vanilla Javascript engine I had started years ago while killing time on lunch breaks. Dusted it off a few days ago and have been aggressively working on bringing it up to speed and adding features so it can be ready for this year. Pure vanilla JavaScript Roguelike Engine, similar to Jeremiah Reed's awesome Broughlike tutorial, but structured to make a more traditional Roguelike.
Would love to use GameMaker for this jam and was hoping to use the GM file referenced in the resources by @Trixelized. Scrolled through the Twitter feed though and looks like it's gone. Does anyone have a link?