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Messages - roocey

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7DRLs / Re: Lost Valkyrie (7DRL 2015) - Finished
« on: March 27, 2015, 08:57:41 PM »
Hi folks, sorry for the delays. University just started again for me and it's been a busy couple weeks.

Looks like you were cursed and the mystic frog killed you in that image. They can attack from 2-tiles away. You can tell you're cursed when your hearts are purple and you have the Cursed thing on the side. Being Cursed basically just means anything will kill you in one hit.

Thanks for the crash report. I have some free time this weekend and I'll try to look into it. Looks like a fairly simple issue.

7DRLs / Re: Lost Valkyrie (7DRL 2015) - Finished
« on: March 19, 2015, 06:00:53 PM »
Oh yeah, and in one of my playthroughs I learned the song of storms, and the projectiles it spawned wouldn't explode or anything.  Then I picked up a new item, I think it was the eldritch belt and I dropped the jotun's belt or whatever its name is, and my old projectiles went off all at once, bringing the game to a cacophonous halt for like a full minute.

That's weird. Sorry to hear it. Sounds like the explosives are getting frozen by the belt somehow.

7DRLs / Re: Lost Valkyrie (7DRL 2015) - Finished
« on: March 19, 2015, 05:04:21 PM »
The freezing power is insanely OP.  It's lance of death tier.  It can kill anything, including the last boss, with no chance of retaliation

Yea, it's pretty broken. It's a balance issue I hadn't really noticed until there were only a few hours left. My band-aid fix of choice was to just prevent the player from getting chain-frozen. If I release an expanded version, I'll likely apply those same rules to enemies.

7DRLs / Re: Lost Valkyrie (7DRL 2015) - Finished
« on: March 19, 2015, 02:22:38 AM »
Thanks for the kind words! I'm glad you both enjoy the game.

But I have one question. I don't know that this is bug or feature, but sometimes after throwing spear I cannot retrive weapon, it disappear.

That sounds like it's a weird bug, but there is an item that allows you to swap places with an enemy when you hit them. If you have that item when you throw your spear you'll automatically pick it back up. If that's not what's happening, then it's most likely a bug.

I just got back in session at university, but I'll try to look into that and some general polish fixes this weekend.

I think the throw direction indicator could use being labelled as such. One odd item glyph though, the hats (?) look like traps!

The directional indicator is overall the thing I'm least satisfied with in the UI. A label would have been a good addition! Hats as traps - not sure how I didn't realize that! Guess the only saving grace is that there are, in fact, no traps.

7DRLs / Lost Valkyrie (7DRL 2015) - Finished
« on: March 14, 2015, 05:04:49 PM »
Lost Valkyrie is my entry to the 7DRL 2015 Challenge.

The key concept of the game is the player's attack range. You can perform lunging attacks (2 tiles) or throw your spear (across the screen!), but you'll have to retrieve it.

Download Lost Valkyrie for Windows:

My blog post about Lost Valkyrie:

Traditional Roguelikes (Turn Based) / Re: Iron Fist
« on: March 12, 2015, 03:02:52 PM »
Cheers for the kind words!

My games have taken a slow spiral towards minimalism over the past couple years. I'd like to add a bit more depth to my projects going forward, but ideally without sacrificing too much of the mystery.

I've passed on the inclusion of a world map for this current 7DRL, though I'd like to return to it someday with a more grandiose game than Iron Fist.

Traditional Roguelikes (Turn Based) / Re: Iron Fist
« on: March 08, 2015, 01:50:19 PM »
Sounds like a bug or you entered one of the red club tiles and not the others. It's meant to be a forest, the special property being that you can traverse traditional wall spaces, but still not see over them.

If it's the latter, it's just another thing I could have communicated better and most likely would have given more time. A legend on the world map would have been useful, apparently!

Traditional Roguelikes (Turn Based) / Re: Iron Fist
« on: March 07, 2015, 09:24:59 PM »
It is definitely opaque. I actually made a last minute adjustment to help clarify it. The "quest" tiles all shift colors. But no clue is given to the significance of this and the color shifting isn't always obvious.

Traditional Roguelikes (Turn Based) / Re: Iron Fist
« on: March 07, 2015, 06:27:57 PM »
The game has a very basic progression gating system that I didn't communicate particularly well. If you complete the red forest tile (clubs) that is in the lowest left corner, you should get a boat that allows you to enter the water tiles (the ~s). If you don't, there's probably some weird bug in play.

Traditional Roguelikes (Turn Based) / Re: Iron Fist
« on: March 06, 2015, 04:36:14 PM »
Hey, I'm the developer of Iron Fist. Sorry for the delayed response!

If you could attach a screenshot, I might be able to help and figure out if its a bug or not. There was a handful of weird things that got through since I had very little time to test.

7DRLs / AndroidLovesKitty - 2014 7DRL Success!
« on: March 16, 2014, 06:08:13 AM »

AndroidLovesKitty is a simple little Roguelike about an android with a pet cat. The cat is abducted by aliens. Being that the player is android, you can't exactly use fisticuffs - that'd be against the code of conduct. Thankfully, a simple loophole allows the android to use explosives to blast aliens away. Those same explosives can also be used to do fun stuff, like jumping around or blowing up walls.

If that sounds interesting you can download the game directly from here: (Windows only)

Here's a screenshot of me redesigning part of a level. And walking into walls.

Traditional Roguelikes (Turn Based) / Dead Man Walking 1.3a (ARRP 2013)
« on: September 21, 2013, 04:40:06 PM »
Hey folks, this is my submission for Annual Roguelike Release Party 2013.

I'm bad at selling myself, so here's a download link, a change log, and a link to my blog:


Change log:
Code: [Select]
Brightened up wraiths.
The dungeon is now 10 floors deep (plus special floors!). (Coming soon!)
A certain vampiric lord will now share a taste of his power with you (if you can convince him).
Removed fragments of the Sea from the source code. It was originally going to be a branch but has since been scrapped.
Speaking of code: effects (pools) are now recognized by the effect_flag instead of by glyph. The old way worked, but it had some obvious limitations (the glyphs couldn't be used for anything else).
Tower shields now have the following stats: (-1), [-1, 4]. Basically, the dodge penalty was reduced by one and they gained an accuracy penalty. This should make the decision slightly more interesting.
Added in steel breastplates. These grant +3 Dodge but penalize accuracy by one point.
Cleaned up some of the AI code. A lot of the repetition has been compressed into a while loop.
All weapons modify accuracy now. Most provide a bonus. Rapiers have had their bonus increased from +1 to +2 to compensate for this change.
All of the above changes to accuracy are part of a new design philosophy: players should only really experience regular misses as a consequence of their gear choices or because they are facing a highly elusive opponent (or both).
Standard zombies now move slightly slower than the player.
Added in a couple new enemies, including a new [fairly uncommon] enemy to the first floor.
The duration of a curse is cut in half every time you defeat an enemy now.
New trinket(s).
Mastercrafted weapons now provide an extra point of accuracy in addition to the original damage bonus.
Introduced two new brands.
The Magical Mystery Card has been improved! There are now a handful of ultra-powerful rare cards, including the Scepter. The Scepter has been replaced with the Chalice in the standard (aka not rare) deck.
Combat numbers are now disabled by default. These aren't really super important as combat generally isn't overwhelmingly long and players should be more concerned about their own health than the enemies'. Anyone who is interested in the numbers can turn them on in the options menu (<o>) or go source diving.
Zombies now appear less frequently on later floors. They should still be the most common enemy overall, but the new ratio should present more interesting challenges on a regular basis.
Fixed several UI bugs related to the stat pane. The "stat pane" consists of the (+1, 1) and [+1, 1] on the bottom left.
Layered content. Fair warning: even more spoilers.
Fixed a major bug related to ranged enemies.
Reduced Garjon's annoying factor by 31%.
Added in a whole bunch of useless flavor text.
The talking sword has some new sick beats to drop.
Scrolls, cards, and maps no longer appear throughout the dungeon randomly (all of the "#" items).
You can now collect Mysterious Crates which can be unlocked by using Keys which you get from defeating bosses. Amongst other things, Mysterious Crates drop the aforementioned "#" items in abundance.
Added in new item type: Runes. When used runes will apply their relevant brand to a simple weapon (i.e., one that is not an artifact or branded).
Some items can now stack.
Added in cooler rooms.


Traditional Roguelikes (Turn Based) / Re: Dead Man Walking
« on: May 29, 2013, 06:23:53 PM »
Hey folks,

I've been quietly (unless you follow me on twitter) working on Dead Man Walking 1.2. I've finally decided to release it. I'll probably make a few balance changes over the next couple days, but this is the first official release of 1.2.

You can check out the changelog and download it here:

As always, feedback is welcome. There's a lot of major changes in 1.2 and I'd love to hear any and all thoughts on those.

Released 1.2b. Has a couple polish changes and the new Horn-type items.

Traditional Roguelikes (Turn Based) / Re: Dead Man Walking
« on: April 07, 2013, 10:23:04 PM »
You can see if fullscreen is more your style (Alt+Enter) but beyond that there's no other way to change the window size yet.

Thanks, that's much better!

So I played through a few more rounds of DMW and understand it better now.

First off, thanks for the compliments and feedback. I tried to make the game fairly minimalist and removed traditional stats and the like that I didn't feel were essential for gameplay to function. Learning by experimenting is something I enjoy doing as a player, so it seemed like a solid idea to make a game that features that to an extent. 1.2 will be expanding on the experimentation factor a great deal.

The ability to run away from boss fights is an ability that I like having, but it does lead to boss fights that are easy to cheese. In an ideal world, I'd like to try and push the game towards a better balance - escaping a boss should be possible, but not necessarily easy. Beyond that, I'd like to tune down incentives to cheese instead of punishing it too severely. Making a single mistake on some of the bosses can be deadly if you don't run away and heal up, so tuning down some of those elements is a definite possibility.

The second phase of the Necromancer is intended to be visually cool while not being too difficult. While I do think he's greatly superior to the 7DRL version, he still needs work. I'll probably make him summon zombies less frequently and/or reduce the hit points of the zombies for 1.2. Phase 2 is meant to be relatively short and not too tedious, which isn't really the case at the moment.

I like Willpower quite a bit as well. I try to use it as a score system as you may have noticed. The long term goal is to get the balance into such a place that a good player with a little bit of luck can consistently beat the game with max Willpower. The flask mechanic is an idea I had for @Star Wars but never got around to putting it in. It is based off the Dark Souls flasks, if only because I think that game did a truly great thing as far as consumable health goes.

I'm glad the trinkets have worked out so far. I'm planning to add in some slightly odder ones in the next version. All the trinkets in 1.1 are fairly straightforward once you play with them, but I'd like to put in one or two that take a bit more time to fully understand and present more interesting risk/reward scenarios.

Thanks again for all the feedback! Eventually I'd like to get back to @Star Wars, but with some of the things I've learned in Dead Man Walking in mind. My current focus is still on Dead Man Walking, as I'm not quite satisfied with the balance and there's a few ideas I have for alternative levels & bosses I'd like to exhaust.

Traditional Roguelikes (Turn Based) / Re: Dead Man Walking
« on: April 07, 2013, 07:56:38 PM »
I don't know how anything works in this game, but got to the end anyway.  I like how everything is vague and mysterious and how the game manages to have a personality despite being fairly minimalistic.  There aren't many boring or generic items.

Is there a way to resize the window?

Thanks for checking it out! One of my major goals with the game was to make it easy to hop into with no prior knowledge and so far it sounds like that's been reasonably successful.

You can see if fullscreen is more your style (Alt+Enter) but beyond that there's no other way to change the window size yet.

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