Whoa, thanks for letting me know! I'll get it fixed up.
rentonl
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Wow, thanks for trying it out and leaving the nice comment! Very true on the Dr. Mario, I didn't even think of it at first, but now I can't unsee it.
As for difficulty, it's quite hard for me as well! I can only make it to about round 6 or 7. When I'm doing these game jams, I tend to let my play-tester play it early and often. My general rule of thumb is that if they can beat it first try I tweak the difficulty up. Well, they just kept beating it, even at the state it's at now! I made them do it a second time in a row in case it was a fluke, and they still could beat it. I was really hesitant to increase the difficulty anymore than that, so I left it as it is now. I've had a very hard time balancing this, and I still have lots to do. I think the main reason is that as you mentioned, things can escalate and get out of hand extremely quickly.
Thanks for the great font. Purchased and used in: https://rentonl.itch.io/penelo
Hey, thanks for playing! I use pygbag for converting to web assembly: https://pypi.org/project/pygbag/
I do find some performance degradation, but I am able to make the build run at 60fps on my test machines by keeping the resolution small and not drawing areas outside of the map area every frame (you might haved noticed some glitchy artifacts when entities go outside the main playing area).
As for using pygbag, you just need to alter your main loop to use asyncio (see instructions on that url). Feel free to message me if you have trouble getting it working.
This is really great! Who knew that mini-golf and rogue-likes could combine for such a fresh idea. I love the decision-making between fighting the baddies or going for par. It almost has a bit of billiards/pool strategy in that you have to think about where your ball is gonna end up. I could easily see this being expanded into a full-game (new enemies/courses/obstacles). Good stuff!
I grew up playing Castlevania 2 (with no strategy guide...) so I had a lot of fun with this. I love the aesthetics and music, and there are even some genuinely creepy moments (seeing the treeline move with your LOS through the windows was a vibe). I'm finding lots of little references and quotes/lines, and I'm trying to rack my brain to remember how to solve the puzzles from the original. The overworld random encounters are cool and very reminiscent of Zelda 2. At the moment I'm a bit stuck with progression, as I think I've explored all of the places you have access to from the beginning, so I'll dive deeper a bit later. Great job! (PS is there a way to see hp/gold?)
Really cool game! It's like a bizarre mix of rogue-like, card game and... 90s adventure game? Some really interesting ideas here, like being able to target not just the enemies, but the objects in the room or the room itself (still not sure what a bloody room does lol), leads to some really outside of the box thinking. I've seen a ton of variety of content in cards/enemies/statuses in the runs I've done and I think that your "kitchen sink" style design comes off as really wacky and chaotic in a fun way. It really shines through that you had a ton of fun making this.
Fun game! I was contemplating making a tower-d/base-builder/roguelike myself but decided it would be too much work lol. There is some concepts here that really work well and I think you've only begun to scratch the surface of the possibilities. Some really nice touches: for example the zombie movement (how *usually* you won't get hit when you move next to them) adds a nice risk/reward mechanism. The items feel varied and useful and I felt myself trying them all out, and utilizing the cost benefit of the weaker ones a lot. I managed to beat "hope" mode by relying mostly on electric fences and (5) shock attack. I also found if you wall up the bridge at the beginning it messes the zombies path-finding up enough to slow them down a bit. I think the genres pair very nicely together, and having a defence game where you are able to control the game clock at your own pace really adds a new layer of strategic thinking to the genre. Overall, solid entry! You've given me some great ideas if I explore this next year.
Raising the bar of what a seven day game can be. Simply an incredible achievement! The fact that you had to setup a web server, SSL, DB and API is one thing. The fact you did that AND made a game with this much polish is absolutely amazing. I know I barely slept last week working on my game, so I don't even want to know what your sleep schedule looked like. Well done!
sweet fonts! is there any particular way you would want to be credited in a gamejam game?
I just put https://takwolf.itch.io/retro-pixel-font. Hope that's alright!
Hey, thanks for playing and providing great feedback! You've got the record afaik (I've certainly never gotten past lvl.10 lol). Some great points you've made! Now that I'm outside the constraints of a jam I can step back and try to address some of the balance issues. Currently no ending, although by lvl.26 I believe it caps out at fallen angels solely spawning every few turns. Getting sprouted and insta killed is a little too punishing perhaps, especially on a great run. Really appreciate your dedication!
Love it! I think there is so, so much here that could be expanded into a larger game. I could see it even becoming a sub-genre of rogue-likes. I started off in over my head with a 6 suspect game and would have sent poor Konstantin Jacob off to the gallows if it weren't for the keen mind of Inspector Brown (Who is clearly better at the job than you). The tileset is great and fits the mood of the game perfectly. The UI/UX is wonderful, especially for a game made under time constraints. I can tell a lot of thought went into the UI because of all the little details (like carrying over your current clue into the mind castle). My one piece of criticism is that I think the game very much gets broken up into 2 games. Game 1: Collecting clues and Game 2: Solving the puzzle. As it stands, I feel the purpose of Game 1 is mostly for atmosphere building, as mechanically you are really just going into each room and bumping the clues. It would be really cool to intertwine Game 1 and Game 2 more, but I'm not really sure what that would look like. Maybe you spend several days in the mansion, and different random scripted events can happen throughout the course of the visit ("You notice Oscar Raven tip-toeing through the Library at midnight"). Perhaps more NPCs get murdered if you can't solve the case in time. Anyways great job, and I'd love to see the concept evolve!
Love it! Potion mechanic is ingenious. I love the mixing and matching of properties. A really great way to combine crafting into a rogue-like in a way that still manages to feels very tight and streamlined. I think you are really just scratching the surface of what can be done with this mechanic, and I could see it being interesting enough to fill out a larger-scale game (think how cool shops would be). My one opinion is that I think mixing shouldn't take a turn, since it forces players to brew ahead of time rather than react to the perils of the moment.