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Messages - watabou

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1
7DRLs / [7DRL 2020][Success] Book Hunter
« on: March 08, 2020, 03:54:25 PM »
https://watabou.itch.io/book-hunter

A library-themed roguelite puzzle game.

I'm going to add some visual improvements to the game, such as a less ugly title screen and a walking animation for the hero.
Also when the dust settles I will probably implement the only planned game mechanics for which I didn't have time during my seven days - items.





2
7DRLs / Patient Rogue [7DRL 2018] [Success]
« on: March 12, 2018, 06:43:18 PM »
https://watabou.itch.io/patient-rogue (Web)

Explore the dungeon, use weapons, armours and spells to fight monsters, find the Amulet, as usual. But now all these things are cards.



The idea was to implement in a simple card-based game as many tropes of the roguelike genre as possible. Unfortunately, I didn’t have enough time to add some of the most interesting tropes, such as character classes, bosses and quests.

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7DRLs / Myst [7DRL 2017] [SUCCESS]
« on: March 15, 2017, 04:31:42 AM »
Hi everybody!
Myst is my tiny game for 2017's challenge: https://watabou.itch.io/myst
Windows, macOS, Android. I'm going to release an HTML version a bit later.



Quote
A cursed mist covers the wood. This mist swallows anyone who steps into it, but you are safe while your magic torch is burning. Fight spirits of the mist, collect runes to reveal the Spirit King and slay him to dispel the mist.

This is a compact rogue-lite game where you need to traverse an ever-changing maze. The only part of it that does not change is the part which is not covered by the mist. Use it to your advantage.
  • Collect "fire" runes to replenish your torch level
  • Collect "blood" runes to replenish your health level
  • Collect 5 "way" runes to make a Guardian Spirit reveal himself
  • Spirits do not attack you, but they chase you and may drive you into a corner
  • Avoid attacking spirits when their eyes are glowing (especially red), because that's when they are most dangerous

The game is written in Haxe+OpenFL. For maze generation I use my port of WaveFunctionCollapse (https://github.com/mxgmn/WaveFunctionCollapse).

4
7DRLs / Re: Switch Hook (7DRL 2016 - finished)
« on: April 04, 2016, 09:06:15 AM »
Android version of Switch Hook: https://play.google.com/store/apps/details?id=com.watabou.switchhook
It is also available on itch.io

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7DRLs / Re: Switch Hook (7DRL 2016 - finished)
« on: March 30, 2016, 03:44:28 AM »
Ok, I think I've implemented all the features I was going to implement (such as proper game saving/restoring, highlighting monsters attack area, some new visual effects etc), so here is the link to the source code of the game for those who is interested (Haxe):

https://github.com/watabou/switch-hook

Nothing special there, the only interesting part is my "hand-made" shadow casting algorithm (because I couldn't find one for hexes).

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7DRLs / Re: Switch Hook (7DRL 2016 - finished)
« on: March 17, 2016, 04:49:30 AM »
Here is a link to nice video created by Rogueliker:
https://youtu.be/W_MkchZ-rhw

The latest version of the game looks a little nicer and it has sound effects!  ;)

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7DRLs / Re: Switch Hook (7DRL 2016 - finished)
« on: March 16, 2016, 09:21:52 AM »
I have updated the game with some minor cosmetic features:
  • Several tilesets to make levels more visually diverse
  • Simple sound effects created with bfxr; you can turn them off by clicking a small button in the bottom right corner of the window
  • Fade in/fade out effects
  • Application icons

8
7DRLs / Re: Switch Hook (7DRL 2016 - finished)
« on: March 14, 2016, 08:52:36 AM »
Ok, I've finally managed to build a windows version of the game, you can download it here: https://watabou.itch.io/switch-hook. If you are too lazy to try it, here is a description for you ;)

In the game you control a hero equipped with a switch hook (http://zeldawiki.org/Switch_Hook). This fancy device lets you switch places with monsters dealing them some damage on the way. When there are few monsters on a level and they are weak and slow, you can use the hook like a ranged weapon without much thought, but later in the game you'll need to choose a right target each turn and use walls, columns and passages to avoid enemies' attacks. There are 20 tiny levels and 8 types of monsters in the game. All monsters except basic "undead warriors" have some uniques features, for example some of them can't be damaged by the hook and others explode when they die.



I doubt the game qualifies as a real roguelike, but it is turn-based and the levels are procedurally generated and it's about monsters and dungeons, so at least I can call it a roguelikelike puzzle. As far as I can see there are many games of this kind this year, I guess it's kind of trendy :)

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7DRLs / Switch Hook (7DRL 2016 - finished)
« on: March 13, 2016, 01:23:17 PM »
Just uploaded my tiny roguelikelike game Switch Hook to itchi.io:
https://watabou.itch.io/switch-hook



Currently there is only OSX version, because I'm working on mac and I don't know how to make a build for Windows. I'm literally falling asleep right now, but I promise that there will be a windows version tomorrow along with a proper game description, screenshots etc  :)

10
Quote
  • Steam integration - Achievements.
  • Steam integration - Stats.
  • New GUI optimized for desktops.
  • Legacy play mode - no degradation! (but also no badges and no rankings).
  • Improved keyboard support.
  • Stereo sound effects.
  • A lot of mostly small visual improvements.
This list is not final, so feel free to share your ideas with us! Also we have more plans for future releases, from game controller support and additional Steam integration to a new sountrack and multilingual support.

http://steamcommunity.com/sharedfiles/filedetails/updates/414658954/1429702939

11
Traditional Roguelikes (Turn Based) / Pixel Dungeon has been greenlit!
« on: April 14, 2015, 08:46:12 PM »
Pixel Dungeon has been greenlit in just a week and a half. Many thanks to everyone who voted for us, we’ll try not to disappoint you :)

We are going to publish a list of additional features for the Steam version later this week.

Stay tuned!

12
I'm happy to announce that Pixel Dungeon is now on Steam Greenlight!

https://steamcommunity.com/sharedfiles/filedetails/?id=414658954

Please vote for us  :)

13
Pixel Dungeon

https://steamcommunity.com/sharedfiles/filedetails/?id=414658954

Quote
SlideDB Editor's Choice Best Singleplayer game of 2013

Pixel Dungeon is an exciting and extremely popular roguelike (more than 2 million mobile installs!). Explore the depths of Pixel Dungeon, collect useful items and fight fierce monsters to find the Amulet of Yendor (surprise!) - the ultimate artefact of this game world!

Are you prepared for this very easy to play yet difficult to master dungeon crawler?

Features:
  • Charming pixel-art graphics and a simple interface that gets out of your way.
  • 25 randomly generated levels with different settings like sewers, abandoned prison, caves, etc... so you will feel that every new game is unique!
  • A deceitful dungeon full of dangers! Try to avoid the hidden traps or falling on deadly chasms. Or find as many chests as you can, full of treasures to use or sell!
  • A different array of monsters that will try to get a piece of you on every corner, plus some bigger bosses that will try to get an even bigger piece ;)
  • Lots of different items to find, buy, sell... including armor, weapons, potions, wands, scrolls...
  • Various character classes to suit your style of play, from the strong Warrior or the knowledgeable Mage to the sneaky Rogue and the powerful Huntress. You can specialize your character even further, if you survive long enough ;)
  • Enchantments that you'll have to use on your weapons and armor if you want to survive the dungeon's harsh conditions
  • You'll use your alchemy knowledge to brew rare potions, improve the dungeon's economy by spending all your coins on the shops and deal with obnoxious NPCs and their demanding quests
  • Lots of other surprises, you'll need to check the game to find out!

Pixel Dungeon is also open source ( https://github.com/watabou/pixel-dungeon ), and available for mobile devices! You can play a previous version now ( http://watabou.itch.io/pixel-dungeon ) and get the last one for mobile at Google Play ( https://play.google.com/store/apps/details?id=com.watabou.pixeldungeon ).

Update: Pixel Dungeon has been greenlit!

14
7DRLs / Re: Here Be Dragons 2 (7DRL 2015) - FINISHED
« on: March 15, 2015, 09:20:56 PM »
I just played a couple of games. I personally love the look of the game, did you do all the graphics this week too? They're great.

Thanks! Some of the graphics I did about a year ago while exprimenting with hexes. It seemed fit for the idea of this game, so I expanded it adding heroes, biomes etc. Well, actually there are only tiny heroes sprites and tiles and no other graphics :)

Quote
The game is fun to play, but there doesn't seem that much strategy involved since it seems to be mostly luck that determines when you find people to join your party and combat seems to be mostly about getting the first hit and then hope for the best (unless I'm missing something). If there was some way about getting clues as to where you might find treasures and avoid monsters (perhaps by telling you what might be in adjacent tiles in the way that minesweeper does) then it might make an interesting exploration mechanic.

There's definitely something here though that could be expanded to make a very nice game.

Yes, just try to explore effectively and avoid enemies (in most cases) - that's all the strategy involved. It is indeed rather shallow  :-[

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7DRLs / Re: Here Be Dragons 2 (7DRL 2015) - FINISHED
« on: March 15, 2015, 03:27:48 PM »
Thanks for comments!

My primary complaint is that there's no way to restart the game after dying -- I have to refresh the page.

I will add "Restart" button.

Quote
I also wish there were a way to gauge the strength of an enemy (both attack and life).

It wasn't implemented, because in most cases your decision what to do won't depend on an enemy's stats anyway. But I'll try to add it too :)

Quote
The game could benefit from some instructions. It took me two games to realize that map completion determined my starting life for the next level, and I'm still not sure if treasures do anything. Seems like there should be a score based on cumulative treasures, maybe with a bonus for exploration.

I agree with you and I was going to place some instructions on the page with the game, it just completely slipped my mind :)
Treasures are useless, they are part of the mechanics I didn't have time to implement. There is indeed a score and it's based on exploration percentage. It's displayed only if you win the game though.

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