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Messages - slothwerks

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16
7DRLs / Re: Power Grounds (7DRL 2014 success)
« on: March 24, 2014, 03:56:25 AM »
For what it's worth, add my vote for a future Android release as well!  This game is brilliant, and I'd love to play it on my Nexus 5!  (Worth a look at Unity to handle multi-platform, if you haven't)

17
7DRLs / Re: Tales of the Adventuring Company (7DRL 2014, Success)
« on: March 22, 2014, 05:59:40 PM »
I've been continuing work on this, and hope to have a new version up after the contest.  Among other things, there will be bug fixes and a lot of new content.  I'd intended to add unlockable dungeons/heroes to the original, but ran out of time.  The new version will have a much better 'loop' to help keep things exciting beyond a single playthrough.

Right now, I'm focused on the tutorial to help introduce all the mechanics.  I've always done tutorials last in the past, but am making an effort to get it done sooner, and to do it right. 

For people that have played Tales of the Adventuring Company: were there any areas of the game that were particularly confusing or that you didn't understand at first?  Feedback I've gotten suggested that players didn't quite understand the 'formation' mechanic (eg: that enemies and heroes spawn in a particular formation in the grid) so I've made sure to cover that.  Anything else?  If anyone has interesting ideas for hero/monster abilities and/or new class ideas, I'd love to hear those too!

18
7DRLs / Re: Here Be Dragons (7DRL 2014 - finished)
« on: March 20, 2014, 06:23:38 PM »
Hex tiles would be amazing, although as a developer, I've been too timid to try them as well (lack of understanding of the related math). 

19
7DRLs / Re: Rogue Station [7DRLC '14 SUCCESS]
« on: March 19, 2014, 11:08:55 PM »
Wow, yeah. That looks very very strange! I've put up two web versions now, so please try one of them and see if that changes anything. We're not doing anything special, tech wise with this game... but there "might" be an issue with post-processing, since we're running some image effects / fullscreen filters from the pro version of unity. That wouldn't explain the text completely failing to render though, so this is a very interesting problem you're seeing! Hopefully the web version will work for you.

http://www.roguebasin.com/index.php?title=Rogue_Station

Thank you for posting the screenshot and sticking with this :)
Sadly, neither of the web links worked for me.  I'll have to try on a different machine.  Thanks for trying it though, I appreciate it :)

20
7DRLs / Re: Rogue Station [7DRLC '14 SUCCESS]
« on: March 19, 2014, 07:42:57 AM »
Not sure if this is the same issue (doesn't sound like it) but here's a screenshot of what I see:


It's really weird, because I also do development in Unity, and have never had any problem with any Unity game before.  I'd posted in your success thread on 7drl that I'm on Windows 8; there IS a special Windows 8 you can build for 'Windows Store Apps' (aka Metro) but that isn't the issue here.  The build you posted should work.  Shrug.

Windows 8 / Surface Pro 2 (which has some kind of integrated Intel graphics).  I'll try again if/when you get a web version up.

21
7DRLs / Re: Succession (7DRL 2014 - Complete)
« on: March 18, 2014, 06:21:17 AM »
Really enjoying this so far!  Definitely one of the most polished and playable that I've tried.  The core 'succession mechanic' is well done and unique.  I need to play it more to explore some of the bigger, more powerful monsters.  It reminds me of the mutation mechanic in DCSS, but more fun, because mutations in this game seem to be positive (whereas mutations in DCSS can be quite dangerous)

I'll just list out some random thoughts I had after playing for 15 minutes:

======================

If you continue to work on it, one thing you might want to try is to really make use of the monster power stuff, and give them more 'interesting' powers.  Early on, with the basic enemies, I didn't really feel like I played differently with each character, nor did I feel any of the monsters I played with were necessarily 'better' than any other.  When I transformed into the imp, I still died easily to zombies, which died easily to bats, etc...  I didn't really feel like I was making progress (once I learned to be smarter about waiting, as is typical for most roguelikes, I did get a lot further)

I wasn't totally clear on what Rage did, or if I wanted it, but I assumed it increases damage?

I don't recall what resolution I'm running on (1920x??) but hovering over the potions with the mouse in Chrome/Windows  puts the tool tips off the screen

Love that you included different difficulties.  I feel this is especially important in competitions like this, where many of the games are too obtuse for the 10-15 minutes people have to evaluate it.  I love that I was able to more fully explore your game by choosing a different difficulty.  Presumably, once I understand all the mechanics a bit better, the higher difficulties will make more sense

Presentation overall is very clean/clear.  The game feels very intuitive; definitely easy to pick up for anyone that has tried a roguelike

======================

Gonna have to give this one some more time, because I'm particularly interested to see some of the abilities of the higher level monsters.  I finally got to level 4? 5? when liches start appearing.  I was so excited to see the eyeball monster that I didn't realize I was getting killed by one of the shades... doh.  Definitely in my Top 3 so far! 

22
7DRLs / Re: Tales of the Adventuring Company (7DRL 2014, Success)
« on: March 18, 2014, 05:47:29 AM »
I really like this! The graphics are great, and the concept and mechanics are novel.

Several bugs:
  • The rogue's power either does nothing or is unclear. If I only have one enemy revealed, he should have +2 attack, right?
  • Enemies reduced to 0 HP from the wizard's power remain on the map and still have to be attacked. Somehow, in this process, I also made a group of enemies unclickable, which might have rendered the game unplayable, but the other group had the key.
  • The battle pane suggests that I can click on an enemy to see its special abilities, but I haven't found any enemies for which that actually works.
  • Health doesn't update when you kick a hero out of your party.
  • The knight's power can cause the lich's attack to go negative, making him heal you.
  • The victory text doesn't fit on the screen.

Final score: 10725.
Thanks so much for the feedback / bug report!  Sadly yes -- there were definitely some issues (some of which I was aware with) but I'm hoping to fix these in a 'real' release.  I intend to have several episodes (with different themes/enemies) and some unlockable content.  For instance, if you save 50 Knights, the Knight will begin to spawn in other dungeons as well -- stuff like that.

The rogue's power either does nothing or is unclear. If I only have one enemy revealed, he should have +2 attack, right?
That's right, that's how it's supposed to work.  It did at one point, and I think I broke it towards the end of development :(

Enemies reduced to 0 HP from the wizard's power remain on the map and still have to be attacked. Somehow, in this process, I also made a group of enemies unclickable, which might have rendered the game unplayable, but the other group had the key.
I thought I'd fixed this, but I guess not.  I'll take a look.

The battle pane suggests that I can click on an enemy to see its special abilities, but I haven't found any enemies for which that actually works.
Yeah -- sadly, this got cut, because I was exhausted by the end and needed a break.  I do intend for every enemy to have some type of power.

Health doesn't update when you kick a hero out of your party.
Yep, need to fix this.

The knight's power can cause the lich's attack to go negative, making him heal you.
Ah good catch!  Hadn't really considered that the knight might cause that to happen.  I was thinking that perhaps it should cap at one actually; reducing to 0 seems too good.  I forgot too that on longer fights, that ability might be a bit TOO good.

The victory text doesn't fit on the screen.
On the bright side, I'm happy you made it to the end :)

Thanks again for taking the time to try it!  Given the large number of entries, it means a lot to me when someone takes the time to try my game :)

23
7DRLs / Re: Here Be Dragons (7DRL 2014 - finished)
« on: March 17, 2014, 11:13:41 PM »
This was one of my favorite RL's that I tried from the 7DRL2014, in addition to Power Lands.

The whole aesthetic is brilliant.  It reminds me of the screenshots I've seen from the Curious Expedition; it would work really well with a 19th-early 20th century theme, with an Indiana Jones sort of feel.  The way the maps are drawn, with the texture, and silhouettes, would reinforce the theme.  I could imagine a game where you're trying to track down a single artifact (in a traditional roguelike way, with amulets or whatever), or instead, perhaps multiple artifacts.  You could grab one for an easy win, but to to top the highscore chart, you'd need to risk more and capture multiple artifacts.  DCSS does a good job of this.

Two areas of improvement (beyond balance/etc... ) are to add keyboard control and to make the ability explanation easier.  Regarding the ability text, the icons are tiny and sort of nondescript, so it's hard for me to tell at a glance what my powers are.  It would be nice if all my powers were listed on screen, or perhaps I could hit one button to see all of them.  On the party selection screen, it would also be nice to see a list of what my current abilities are, and to make it more clear what my current stats are -- several times I started the next level, not realizing that I was half dead already.  I never did figure out what the 3rd stat (circle/donut icon?) was.  And naturally, I think a goal or objective of some kind would really help tie everything together.

All these are issues could easily be addressed with more time, I realize, but I think you have a really good start here.

24
7DRLs / Tales of the Adventuring Company (7DRL 2014, Success)
« on: March 17, 2014, 06:30:38 AM »
Now live for Windows Phone!
http://www.windowsphone.com/s?appid=c08a2b27-5e34-4828-9c0c-a5deb8e4a1be

Got my 7DRL entry in, Tales of the Adventuring Company, with just hours to spare!
http://7drl.org/2014/03/17/tales-of-the-adventuring-company-done/

You can play my 7DRLC entry, Tales of the Adventuring Company, on Game Jolt  in your browser (Linux users, I have you covered — there’s a Linux download on Game Jolt as well):
http://gamejolt.com/games/rpg/tales-of-the-adventuring-company/23973/

The basic of the game is the same — explore the dungeon by tapping tiles and defeat the boss at the end.  I’ve streamlined a lot of features from the original (for better or worse, depending on your perspective), and took out the parts I thought were confusing.  Since I only had a week on this remake, I feel that it’s not as featureful, but overall, more polished.

I plan to keep working on this after the contest, so please follow me on twitter @slothwerks if you’re interested in hearing about new releases.  iOS/Android releases are my top priority after cleaning up the mechanics.  Long-term, I want to add some progression/unlockables (roguelike blasphemy, I know) to help complete the feedback loop.

If you try it, let me know what you think!



Post-contest screenshot:




Original screenshots:




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