Temple of The Roguelike Forums
Game Discussion => Early Dev => Topic started by: MrFlibble78 on May 19, 2014, 10:58:22 PM
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(http://i.imgur.com/ZVMdJla.png) (http://imgur.com/ZVMdJla)
I've uploaded my current WIP #lowrezjam roguelike. The game is almost fully playable. You can find the exit and move deeper down the mazes and you can also die, but most item functionality is missing.
Here is the maze generation algorithm in action. It uses Prim's Algorithm and creates always solvable mazes. Which are then automatically tiled.
(http://i.imgur.com/OYPDoQW.gif) (http://imgur.com/OYPDoQW)
Here is the games combat where I take on a rather badly drawn pixel skeleton. Then beat another badly drawn sprite but this time a snake.
(http://i.imgur.com/CP2Yem2.gif) (http://imgur.com/CP2Yem2)
Lastly here is the inventory in action.
(http://i.imgur.com/UsDr2To.gif) (http://imgur.com/UsDr2To)
You can try out the game at it's GameJolt page HERE. (http://gamejolt.com/games/rpg/lowrezjam-roguelike/26812/)
Any feedback would be great, especially if you came up with a name.
Thanks.
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I think there is an explanation to why you haven't received any feedback yet but this is just my theory anyways. The main problem with your project is that it doesn't look like a roguelike at all having into consideration both visuals and game play mechanics. Going in a procedural generated maze, killing stuff and looking just for an exit so you can "replay" the whole mechanics again, reminds me more of a puzzle game. It is like having Pacman with random generated mazes and with slightly distorted merchanics to include an inventory with items Pacman itself can pick up during his feeding frenzy.
For I (IMHO) to acknowledge your game as a roguelike it would need to have an at least simplistic character generation screen with a some classes / or different creatures to choose from, a way bigger sight range, definitely higher resolution tiles (preferably non-cute looking ones) and a way deeper combat mechanics with detailed information describing the result of your actions; having also a story line wouldn't hurt. I would classify your game as a survival roguelike if it included these modifications.
Sorry if my feedback is not what you expected. Maybe someone else has anything better to say. I just didn't want your thread to go about ignored with 0 posts when I had an opinion on it.
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I think there is an explanation to why you haven't received any feedback yet but this is just my theory anyways. The main problem with your project is that it doesn't look like a roguelike at all having into consideration both visuals and game play mechanics. Going in a procedural generated maze, killing stuff and looking just for an exit so you can "replay" the whole mechanics again, reminds me more of a puzzle game. It is like having Pacman with random generated mazes and with slightly distorted merchanics to include an inventory with items Pacman itself can pick up during his feeding frenzy.
For I (IMHO) to acknowledge your game as a roguelike it would need to have an at least simplistic character generation screen with a some classes / or different creatures to choose from, a way bigger sight range, definitely higher resolution tiles (preferably non-cute looking ones) and a way deeper combat mechanics with detailed information describing the result of your actions; having also a story line wouldn't hurt. I would classify your game as a survival roguelike if it included these modifications.
Sorry if my feedback is not what you expected. Maybe someone else has anything better to say. I just didn't want your thread to go about ignored with 0 posts when I had an opinion on it.
Thanks for taking the time to reply.
I suppose I should have explained the #lowrezjam at the beginning of my post first.
You have to make a game that only has a screen size of 32x32 pixels that's only a total of 1024 viewable pixels, it's obviously scaled so the player can see what's going on. Now maybe you can see and understand why certain design choices have been made.
It's quite difficult to have high resolution tiles, a bigger field of view and "You hit the zombie for 8 hit points" on a screen so small.
It's 32x32
(https://db.tt/VieS6LhC)
Again thanks for the reply and I hope you take into account (it doesn't have to change your opinion) the restrictions the #lowrezjam placed on myself and the game that I have been working on for about 2 weeks.
Thanks
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Sorry, I wasn't aware of the imposed restrictions. Well, in that case you have done a fine job then lol. Do you have anything else created outside #Lowrezjam boundaries?
Anyway, you do realize that your game will probably only awake interest with those directly or indirectly connected with #Lowrezjam.
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Sorry, I wasn't aware of the imposed restrictions. Well, in that case you have done a fine job then lol. Do you have anything else created outside #Lowrezjam boundaries?
Anyway, you do realize that your game will probably only awake interest with those directly or indirectly connected with #Lowrezjam.
That was my fault I should have been more informative about the restrictions. I've been only posting to people who are involved recently so didn't stop and think that the people here don't have a clue what I'm going on about.
I have other stuff created outside the #lowrezjam boundries. But I'm a bad artist so all have the same basic look. I did make another non-roguelike erm roguelike which this guy remade HERE (http://forums.roguetemple.com/index.php?topic=702.msg5994#msg5994) my link is also in the thread.
I've always wanted to make a proper roguelike and the #lowrezjam gave me an excuse to at least have a go and the restrictions meant I had to keep it simple.
Also posting it here I was hoping for a little feedback from seasoned players & I've been meaning to register for a while.
Thanks again
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No problem.
I recommend though that you edit your opening post to add more information about the whole concept so that further people won't get the "wrong" idea of what is going on with your project.