it's my own engine, but it uses PIXI for webgl rendering and rot.js for FOV and pathfinding
tomtl
Creator of
Recent community posts
This game is exactly weird enough for me and approximately 200% too smart. I reckon I beat half of the levels legit and have to admit that I skipped any that I couldn't beat after a few minutes of trying. You are a kind soul for including that cheat code so that I could see the combination printer scanner do its glorious work. Love it!
Damn, this is a really pretty game! I love the title screen and the audio too.
It's pretty fun, but without any level progression it feels like you run out of things to do fairly quickly. The optimum strategy seems to be standing on a money flower and using it as a 'wait' button. Changing it so that you received money when walking onto the tile instead of clicking might fix that little exploit.
While it doesn't seem particularly in keeping with the theme of the jam, I did have fun playing this. Spamming loads of knives is especially enjoyable!
I encountered a few collision detection bugs where I ended inside walls, and once was left off-center and couldn't get back a corridor. I don't think the timer resets between runs, either.
I beat it in 158 seconds :)
Love the aesthetic! Once you work out that you should just throw a weapon whenever you have a chance to that seems to be enough to beat the game, especially since (if I understand correctly) the weapons level up while they're on the ground. Still, very cool, and I'd love to explore a game world like this.
Congratulations, you tricked me into enjoying a Battle Royal game! Had a blast with this one. The energy system works really well, and the void looks awesome. Bit hard to tell what's going on when you're getting shot at. Maybe some Cogmind-style animations could help?
I made it to the final 10 but there was nobody else in the eye of the storm with me. Waited around for a while, but nobody arrived or died.
Hey folks!
This was my first time doing 7DRL. I made the foolish decision to write an engine from scratch so ended up dropping lots of ideas and cramming all the gameplay in on the last day. It's still kinda fun, albeit rather simple. The mechanic that I wanted to explore was "roguetime" ranged combat, where enemies would move as you fire, and the challenge would be to predict where they would move to and aim accordingly. Sadly didn't have time to add a variety of enemies with different movement patterns, but the basis of the mechanic is in there.
Features
- 7 unique levels
- 3 flavours of slime
- sneks and bats
- your dad
so say ~7 days for a message from server to player. even if player responds immediately that's another ~7 days back.
in this scenario the server is waiting for a response before sending the next message, presumably because the player action will affect the next message.
for messages that aren't affected by player action sure, you could send them out a faster rate.
given the speed of international mail 2 weeks between turns seems optimistic.
that's not a problem tho, depends how you script it. some mail could be 'automated reports' which get sent regardless of player response, or there could be a batch of mail sent in short succession.
of course the international postal system has the power to change the order of everything anyway :-)