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randolphcherrypepper

15
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A member registered Jan 21, 2023

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I thought I had left a comment on this one awhile back. The line of sight is really well done. The choice of font and ASCII/ANSI graphics take me back. Rather than focusing on combat, the focus on avoidance is a refreshing novelty. Great entry!

Good job with making connected rooms in a procedural dungeon on your first try! The animations are cute. I found the undocumented sword swing, even if there's nothing to use it on, it's pretty slick. I do wonder about The Cube though... I found it in a room one time and tried to unlock it's secrets, but it stayed mysterious.

Thanks for playing and the kind note! Yup, it's super basic and clunky; like the help says: "There is no winning. Go into rooms, beat on mobs, go down stairs." I'll make sure to post on this page where the follow up (post-jam) project ends up. I've been playing a lot of Shattered Pixel Dungeon lately, so that might end up being an inspiration for further development.

Thank you for playing and taking the time to comment! If you full screen, the +/- should help with resolution. Yeah that movement bug is killer to enjoyment.

Thanks for playing! The current map generation for sure tries to do things in dumb ways and will simply fail on occasion, or randomly not generate much. In either circumstance, a level will be small. Deeper levels get larger and larger, but I noticed it ends up making giant empty rooms. For sure not great.

Yeah the input delay was a bug I squashed early on and then it showed up again a little too close to deadline for me to fix :(

Really appreciate that feedback. I actually took a path-first approach to procgen. Rooms are added after pathing is added via random walk, which has some drawbacks. As a next step, I'd love to explore the combination of fully procgen vs semi-procgen with somewhat fixed rooms mixed in. I see it in a lot of rogue-likes where certain levels will still be random and yet familiar due to some amount of architecture fixing. Great idea for a next step!

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Thanks for the feedback! The animation rate is somehow slowing the controls, that is a bug for sure. I actually had that working at one point so when you moved or interacted, it happened immediately and a redraw was performed. That got reverted at some  point. I gotta track down how to get back to better input response.

As for resolution: you can zoom in. If you full screen and use = or +, it'll get bigger.

Plays well! It took me a minute to figure out when a baby penguin goes into the igloo, you lose control of the dog as it goes into the igloo too. Once I figured that out, I realized I needed to strategize a little better near the end of each step.

Great style. Nice music. Wasn't sure how to heal, but otherwise gameplay is intuitive.

Very cute start. If you hang out long enough, you can make a lot of mouse or rat pals. A lot of them. :D

Good music and the dithered visuals are quite nice! I couldn't quite figure out how to do the ReDash; I think my energy bar was always too low.

The animation is so smooth! The combination of ASCII assets in a clearly a smooth world is fun. The spelling of words, description of items, particle effects, and sounds all had be chuckling to myself. Most importantly, it feels and plays like Rogue.

Lost the first random battle, but after I replayed and won, the battles got way easier. Until I met the boss. I needed to grind more. Genuinely the look and controls made it feel like playing a gameboy game.

Controls are WASD and also J. Took me a long time to figure out J to move the dialog forward.

The interactions and visual cues reminded me of Commodore 64 games. But cuter than anything I remember from C64 games.