Hi, thanks for the cool textures, I used them in my 7DRL Cosmic Corsair. I wanted 32x32 size, but thankfully many of the textures were very amenable to simple cropping, and surprisingly I managed to succesfully practise some pixel placing skills to "remaster" a few more tiles in my preferred size. :)
tapio
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Thanks! "Solvability" check is indeed missing from the game. To avoid having to implement it here (perhaps next year if that game uses keys!), my strategy to counter it was to be quite liberal with giving keys and hope players will learn to save them when they are low. There is also two entrances to the enemy ship which sometimes gives new paths. I was kinda thinking of adding a "restart level" option to the ship computer to allow players to get out of the soft lock without fully restarting the game, but it's not that fun or discoverable option (and I ran out of time anyway).
Thanks for playing! Some rooms do require a bit of enemy baiting to get them to narrow corridors or to exploit slowness of certain enemies. I can get to the third level pretty consistently, and there some rooms might better be walked around when possible... Each level should have a pre-determined amount of each room type.
I think weapons can only be found from level two onwards (there is a specific room that spawns a few, and some enemy type can drop one) - perhaps it would have been more fun to start already from level one, but I didn't have time to implement fancy escalating loot curves or ammo management, leaving the weapon stuff perhaps a bit underwhelming...