That said, it was more low stress fun than I've had in a while. I find myself playing games for stress relief, and I have a tendency to play on the harder levels so it stops being "fun" after a while. I was playing metro 2033 recently, and while a nice game/story I don't really enjoy it that much because the sudden appearance of fast moving monsters that are hard to kill with limited ammo is just to much. I guess I should drop the difficulty but that seems like cheating. Games like that should have a better sliding scale for how well your playing and adjust so the player doesn't have to reload 10 times...
Also, was pleasantly surprised to see the roguelike is played in the browser. Rot.js looks awesome.
The "attack" will be one of four choices: You attack, you attack with magic, the enemy attacks you, the enemy attacks you with magic.
So the optimal solution is: Maximize the attacks that benefit you while also picking attacks that either lessen the damage you take OR choose damage against you that set you up for bigger patterns on the next turns.
edit: looks like is can get deeper too. For example, bats have no mana and cannot attack with magic so it is a nice way to move some blocks without taking damage if you dont have any moves.
P.S. I found Haxe by following some of the 7drl entries. But I think I would like to use Racket to make one one day.
So now I'm thinking about transpiling OCaml to Javascript and using one of the many Javascript rogue like libraries.
I mention this because Racket has a Javascript compiler (and tons of other languages these days like F#, Scala, etc also have to js compilers).
The browser is just such an easier platform to get people to play your game.
That would be neat. Are there any roguelike engines for scheme? Or would you build it from scratch?
Just display/controls? Or do you want something that'll do the level generation too?
I sort of casually develop one in golang these days, progress is not quick since this is just a small side project I do for the fun of it:
https://gitlab.com/ibiscybernetics/go_roguelike
Feel free to mess around with my code if it helps anyone develop their own game.
As someone who's wanted to try making something like this for a while but just doesn't know where to begin, can anybody recommend useful resources or suggestions on how to get started?
If it helps, I work mainly in C# and so would prefer that if possible, but this could be a good way to get familiar with a new language.
That doesn't get me out of my language/framework paralysis, but otherwise it looks like a decent roadmap.
Thanks mate. Also your game is amazing; thanks for sharing it.
Outside of that, I'm digging this.
If this was a full-blown game (and not a 7-day proof of concept), I would try to make the combat UI more robust.
It could use an explanation of the (+#) modifiers though. For example, does (+#) green just add +1 to your attacks, and (+#) red add +1 to each enemy attack?
I was proudly rocking some (+#) red armor of treachery until I realized that I was probably the one being betrayed.
A staircase leading up is here.
And I press '<' but no go.
That is, on Chrome/Mac. It'll navigate you back to the previous page.
Anyways, great game and well done. Shared with all my friends!
There probably needs to be a game clock (the usually implementation is hunger or enemies spawning).
Otherwise you can just go in a room and walk around till your back to full health.
I assume the author knows this.
HP regen was added as a fast&hacky way to make the game less difficult (non-regen versions were hard to beat).
(Also, you can F12 your JS console and hack the game's internals to your likings, adjusting your HP as necessary.)
For a non-PoC game, this would need to be more balanced.
Any hints about them?
http://ondras.github.io/star-wars/
Great work!
As others have pointed out:
- It's hard to distinguish / remember the colors in Game of Thorns. (Pro tip: disable anything like f.lux that might drop out the blue values at some times of day.)
- Hitting command-left went back in browser history, and when I went forward my game status was gone.
- There really ought to be a way to annoy one of those knights at the end into combat, so you can clear the way to kiss the princess. Having that Kiss menu option for every single encounter but never actually being able to use it was the only thing wrong here.
https://developer.mozilla.org/en-US/docs/Web/Events/beforeun...