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Topics - CaptainKraft

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7DRLs / Cipher Trials - Barely Finished
« on: March 15, 2015, 10:04:04 PM »
I finished my first roguelike (debatable) and my first 7drl tonight.

If you do give it a try, I welcome any and all feedback, constructive or not.

https://github.com/CaptainKraft/7drl2015/releases

The game is sort of a 5 hp game because you must start back at level 1 if you make 5 mistakes. Your journal will still have info that you gathered from your previous run. Unless you are extremely lucky, you will have to "die" a few times to fill up some of your journal so that you have more info to progress through the later levels.

My original goal was just to try to get some sort of mechanic that forces the player to experiment with information that they don't know. In the end, it's probably a bit too random and there isn't much depth with the "experimentation" mechanic.

Maybe 7 days wasn't enough to explore my idea, but I had a good time making it. Art is from a good friend of mine: Robert Shenton. You should definitely check out more of his work at http://robertshenton.co.za

If anyone likes the game, I'll put some more work into it to get it polished up. For now, I'm going to take some time off the game and rest my melted brain.

Thanks for checking it out everyone!

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Design / Difficult vs Punishing Games
« on: April 05, 2014, 03:28:41 PM »
I came across this Extra Credits video yesterday and thought it would be great for a discussion about roguelikes. They talk about how difficult games can be a great experience but punishing a player can turn them away.

From my experience, I would say that roguelikes actually tend more toward the punishing side of the argument, yet they have players that stick around for years. The video mentions some ways to make sure your game isn't punishing that involve alowing them to screw up and jump right back into the action. That might not be the best approach for permadeath games, but they do make some great points.

What are your thoughts?

https://www.youtube.com/watch?v=ea6UuRTjkKs

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Design / Theming For Roguelikes
« on: March 27, 2014, 02:05:36 PM »
I haven't finished a roguelike yet, but the plan is to start off small and write one in the near future. I have some ideas for what I want to do and right now I'm thinking about the theme.

My question for everyone is this: "Should the theme of the game guide mechanic design or should the mechanics guide the theme of the game?"

The reason I ask is because I'm trying to decide whether I should pick a theme and go with it, making it fit the mechanics of the game as I go along or start with a theme and make the game so that the mechanics make sense for the theme.

At the moment, I'm leaning towards a cyberpunk/hacking theme and I think it could work out with the ideas I have for mechanics. Of course, things always change during development so I'm curious what your thoughts are on theme vs mechanics.

Thanks.

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7DRLs / Cannot Rate 7DRLs
« on: March 19, 2014, 05:30:48 PM »
When I try to rate a game, I get the message "Critical Error!" with no other context. I've tried many combinations of juror name and password and I don't see anywhere to sign up as a juror.

Is there something simple that I'm screwing up?

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