Pulled this up again, and still find it enjoyable. I know you said you were going to put it on hold for a bit, but if there is any progress it would be nice to know it's not a dead'un. No worries if it is, but you've got a good start here.
I have been poking at it now and again (an update to date Change Log is available over on the GitHub), I just haven't been very good about bundling stuff into a release.
Oh man this is something I always wanted to make, so I'm glad to see this be a thing submitted to the jam! I've played around with it a little bit (and I'm going to play some more) but I'm enjoying what's there so far.
I will say it's a little RNG at the start as to whether you encounter a hobgoblin with a longsword when opening the first door, but games are easy enough to restart that it isn't too much of a problem.
System-wise I haven't found that many mutation potions but I did note that one game one of the first ones I got was quadrupedal, which is kind of funny to imagine with no other mutations - perhaps some means of gating mutations behind having some of a different category (or having a certain amount of mutations), or progressive mutations that can be replaced by more advanced stages.
Quick note is having ESC both exit menus and the game itself made me accidentally quit the game when I wasn't intending to, perhaps this could be changed to something like Shift-Q to prevent this.
Overall I really like ASCII roguelikes so this one could get me playing for a long time if you keep at it, really nice opening submission and I'd be keen to see those future updates for sure!
Thanks for the feedback! Glad you liked it. I'll probably take a short break before continuing with it, but I do plan on continuing with it; there's a variety of stuff I just didn't have the time to get to. The basic idea for the game is one I've had lurking around the back of my mind for some time now.
The game's definitely a bit RNG heavy at the moment; my own test runs have so far been heavily dependant on how many healing potions turn up, especially on the lower levels.
The mutations system certainly has room for improvement; aside from what you noticed, its also possible for a mutation potion to, for example, give you "bat wings" then immediately overwrite it with "feathery wings". Probably also worth making some mutations more common than others and making them overall more impactful.
I'll probably just remove ESC on the main menu quitting the game; it should be easy enough to cursor down to "quit" to not be necessary and, while I didn't mention it anywhere, many of the game's menus (including the main menu) can be controlled with the mouse as well.
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Pulled this up again, and still find it enjoyable. I know you said you were going to put it on hold for a bit, but if there is any progress it would be nice to know it's not a dead'un. No worries if it is, but you've got a good start here.
I have been poking at it now and again (an update to date Change Log is available over on the GitHub), I just haven't been very good about bundling stuff into a release.
I'm having problems with the resolution being bigger than my monitor size? The window is too big for my screen and I can't resize it or zoom out
It should be possible to resize the window by pressing alt+shift+minus. If that doesn't work, you've likely run into a bug.
Oh man this is something I always wanted to make, so I'm glad to see this be a thing submitted to the jam! I've played around with it a little bit (and I'm going to play some more) but I'm enjoying what's there so far.
I will say it's a little RNG at the start as to whether you encounter a hobgoblin with a longsword when opening the first door, but games are easy enough to restart that it isn't too much of a problem.
System-wise I haven't found that many mutation potions but I did note that one game one of the first ones I got was quadrupedal, which is kind of funny to imagine with no other mutations - perhaps some means of gating mutations behind having some of a different category (or having a certain amount of mutations), or progressive mutations that can be replaced by more advanced stages.
Quick note is having ESC both exit menus and the game itself made me accidentally quit the game when I wasn't intending to, perhaps this could be changed to something like Shift-Q to prevent this.
Overall I really like ASCII roguelikes so this one could get me playing for a long time if you keep at it, really nice opening submission and I'd be keen to see those future updates for sure!
Thanks for the feedback! Glad you liked it. I'll probably take a short break before continuing with it, but I do plan on continuing with it; there's a variety of stuff I just didn't have the time to get to. The basic idea for the game is one I've had lurking around the back of my mind for some time now.
The game's definitely a bit RNG heavy at the moment; my own test runs have so far been heavily dependant on how many healing potions turn up, especially on the lower levels.
The mutations system certainly has room for improvement; aside from what you noticed, its also possible for a mutation potion to, for example, give you "bat wings" then immediately overwrite it with "feathery wings". Probably also worth making some mutations more common than others and making them overall more impactful.
I'll probably just remove ESC on the main menu quitting the game; it should be easy enough to cursor down to "quit" to not be necessary and, while I didn't mention it anywhere, many of the game's menus (including the main menu) can be controlled with the mouse as well.