Roguelike One by Chris Otey 2017-05-02T02:30:28Z
Thanks for the review @spaceman! The turning controls definitely need a little work. Happy you had fun!
Foon → Ludum Dare Explorer → Users → Cethin
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2026 | 59 | Signal | 👥 | Out There | jam | 429 | 3.56 | 3.32 | 3.26 | 3.87 | 3.97 | 3.63 | 3.69 | |
| 2025 | 57 | Depths | 👥 | anomalous source | jam | 211 | 3.83 | 3.27 | 3.12 | 3.95 | 4.44 | 4.29 | 2.75 | 4.37 |
| 2024 | 55 | Summoning | 👥 | Blood From a Tome | jam | 487 | 3.65 | 3.37 | 3.00 | 3.43 | 3.82 | 3.43 | 2.97 | 3.40 |
| 2023 | 53 | Delivery | 👥 | Asteroid Outlaws | jam | 429 | 3.72 | 3.26 | 3.58 | 4.09 | 4.44 | 3.88 | 2.54 | 3.76 |
| 2022 | 51 | Every 10 seconds | 👥 | EX SOMNIUM | jam | 195 | 3.89 | 3.46 | 3.60 | 4.43 | 4.32 | 4.19 | 1.84 | 4.32 |
| 2022 | 50 | Delay the inevitable | Last Contact | jam | 2.50 | 1.50 | 1.75 | 2.75 | 3.00 | 2.75 | 1.50 | 2.50 | ||
| 2021 | 49 | Unstable | 👥 | Nukaloid | jam | 228 | 3.93 | 3.46 | 3.53 | 3.51 | 4.31 | 4.05 | 2.94 | 3.72 |
| 2021 | 48 | Deeper and deeper | 👥 | DRYVER | jam | 848 | 3.55 | 3.38 | 3.13 | 3.07 | 4.12 | 3.89 | 2.14 | 3.72 |
| 2020 | 47 | Stuck in a loop | 👥 | Loop Lock Malfunction | jam | 314 | 3.88 | 3.82 | 3.79 | 3.70 | 4.39 | 3.90 | 3.75 | |
| 2020 | 46 | Keep it alive | 👥 | LAST HUMAN | jam | 472 | 3.82 | 4.08 | 3.13 | 3.52 | 3.97 | 3.97 | 2.35 | 3.79 |
| 2019 | 45 | Start with nothing | Logical | compo | 323 | 3.23 | 3.32 | 3.32 | 3.13 | 2.39 | 2.38 | 2.00 | 2.18 | |
| 2017 | 38 | A Small World | 👥 | Roguelike One | jam | 56 | 4.00 | 3.88 | 3.12 | 3.76 | 3.80 | 3.60 | 2.19 | 2.59 |
Thanks for the review @spaceman! The turning controls definitely need a little work. Happy you had fun!
I found you after you reviewed our game, so thanks again for that! I saw your game and had to try it. I love any computer simulator, and this one is very well done. I haven't had time to get very far, but it looks promising. Good work! As a complaint, I think the grain on the CRT effect is a little too high. The text becomes hard to read sometimes because of it. It's a nice effect overall though. I am personally thinking of making a C64 inspired VM to put in a game of some kind, so I love this.
The visuals of your game are great. The core game play loop isn't very engaging though. There needs to be more to do or some kind of challenge to it. As it is now it's just look for all the orbs and take them to the trees. If some kind of challenge was added I think the game would be improved a lot as it already looks really nice. Good work on your first complete game!
Fantastic entry. I loved the feel of this game. My biggest complaint is that sometimes it is hard to tell when you are going to be hit, which feels unfair, but it plays very well. After a few rounds this turns into less of a problem as you get used to how the enemies work and how to abuse them. The aesthetic of the game is fantastic though. If you don't mind, check out our game! I think you'll like it. https://ldjam.com/events/ludum-dare/38/roguelike-one
Nice job. I love the soundtrack with unlocks. That is a really cool way to make collecting all the items actually feel good!
Nice job. Everything works and graphics are stylistic and nice! I had two issues though. Stuff on the edge of the screen seems to deload early on, I guess, unsupported screen sizes and eating wasn't intuitive at first. The "E" prompt over a corpse was hard to see and there is no notification to press "Space" to eat. Overall pretty good and functional. The end screen is great!
The music is great and the graphics are pretty good too. The dragging to select didn't work which made the manic rounds insane. Really cool game that also raises awareness! Nice job.
@Super_Raiyan Thanks for the feedback! The themeing could use a little work but the idea is that you're building your own system from the ground up. Maybe I'll expand on this in the future but, with that in mind, being inside an existing system wouldn't fit. It could have been designed to look and feel more like a breadboard maybe though.
What a good idea and great execution! Not my type of game but I can see the potential. Very easy to understand and works exactly as expected!
Really cool concept. It's a little tough to see what's going on though. A display of the current rate of production/consumption would help a lot.
Very zen. My biggest issue is the chairs don't fit under the tables! How can such an important feature be overlooked?!
Cool concept though. I could see this having a score system similar to Islanders.
I'm not sure what the objective is, but I'm guessing there isn't one by the name. The music is cool and I like how the blobs seem to spread out over time.
Cool idea with an actual settings menu! That was required though because the default movement buttons were really strange. Why not just WASD like every other game? Not actually controlling your jumps and the acceleration/deceleration speeds being so low made the platforming parts nearly impossible though.
@tasakasama Ah, ok. That makes sense. I was wondering why the bindings seemed so random! Thanks for including the option to change them though. Most LD games don't include that because of time constraints but I'm glad you managed.
Great look and the music is pretty good. I feel that this could benefit from checkpoints though. Having to redo a large part of it when you're stuck on a single point gets a little aggravating.
Fantastic look, I just wish there was more to the gameplay than wiggling your mouse around really. This feels like it's Agar.io if you are Dark Souls humanity.
I really like the concept, it's pretty unique. That said, it damn near impossible to aim, at least for me. I only got a few pickups, and that was by accident. I could never actually hit one when I was aiming for it. Maybe a direction indicator could help or bigger pickups? That said, it was a good idea and good execution.
The game should probably restart when you die. As is it must be relaunched to play again which makes it really hard to try out.
Beautiful game! Everything looks fantastic! The platforming I think could benefit greatly from checkpoints because some parts of it require such precise input. Also the deceleration time I think could be decreased just a bit too to give the player more controls. Overall very cool and basically two games in one!
There doesn't seem to be any enemies. The building and gathering worked well though, but I couldn't place the metal blocks.
Nice job! This is really good for a first attempt! Sometime platforms seem to stop moving too early but everything else worked perfectly! I feel like a lot of these thoughts are everyone's during a LD. I feel that having "SLEEP" chasing you the entire time would be hilarious. Also, most game jam code isn't great, even from experienced people, because it's about getting something done not getting it perfect! Keep it up!
Really cool game. I love the progression. The "Object" stage is almost unplayable because of framerate in the WebGL build sadly but I could see this expanding into a cool learning tool.
Sound effects and graphics are good but upgrades feel pretty bland. There is no change to gameplay or graphics and the only thing it changes is the number going up. It doesn't feel very rewarding. Overall the appearance is good and it is an endless clicker, as it says on the box!
Great job! I only wish it was longer! The graphics feel amazing for a LD game. Good reuse of assets to be able to achieve that.
Like the others have said, the link is broken. Is your itch page set to private maybe?
Crashes on running the executable. From the log:
[06-10 08:25:10]: starting SIGIL...
[06-10 08:25:11]: loading assets...
Great idea and good execution! It worked pretty well, but I agree that the zoom level needs expanded so you can plan more and actually see what's going on. Maybe have a button to display the entire level? The gate unlock things could also zoom to where it's unlocking too, which would help. Overall I like the progression of the style where it become more detailed over time. That was really cool. Nice job!
Great first entry! Holy shit, that's a hard shmup. Both watching vertical and horizontally moving things with so much going on is nearly impossible for me at least. Sound effects probably would have helped out a lot with the feel of the game to give some feedback to what's happening. This is a great first game though!
Download link 404s. Is your itch page private?
Thanks @disperse ! We appreciate it. We put in a lot of work to make sure everything is smooth.
@riroriro WebGL is a little broken at the moment. Patch going up in a minute as soon as the build is done. If you would be willing, give it another try then or download the standalone version. Glad you liked the intro though!
@riroriro @matchaflavor WebGL is patched to work but it is very slow at the start. We think it's caching something, though we don't know what or why. Just give it a minute and it should work fine.
@matchaflavor Thanks! This LD was definitely our most graphically advanced entry to date. I'm glad you liked the controls too. We thought it came out very well.
@blumber We're glad you liked the graphics! The camera actually wasn't controllable for a while, just followed the player like it does if you don't move the mouse. It's mostly a style thing to let you see the player from other angles. Sorry you had a hard time with it though.
Nice job! Graphics are great. Gameplay is fairly interesting though somewhat simplistic.The audio bugged out on the part with the central core thing. Not sure what happened there. Overall, a good submission!
Music is a good choice. Crashing is jarring. The graphics are great with the spline mesh. Nice job.
Really cool entry. The art style was great and, once you understand what you're doing, it was fairly easy to play. My biggest complaints are that figuring out what to do wasn't very intuitive (needing cranes to build some structures and not others, no explanation on what buildings do, etc.) and that there doesn't seem to be a goal. I assume there isn't an "ending" or I missed it. I explored almost all of the map, except a few squares, and killed everything I think but there was only a big enemy that I assume was the boss. Anyway, the game was pretty fun and the Lovecraftian monsters were cool enemies.
@william-chan @glebsviripa Thank you! We're glad you enjoyed it.
@shadow30 Thanks for the feedback. That sounds like a bug. The part should have been marked off in your menu. What version were you running? It's funny you mention the jump. We actually had that but it didn't seem to fit so we cut it.
@cottontshirtz Thanks! The SFX turned out really nice. They gave a good feel to the world and made you feel like a part of it. The vehicle does match the terrain from front to back but you're right that it doesn't bank. That was something we wanted to have but didn't get around too.
@bereg As with all good LD entries we tried to focus on the most important aspects of the game and cut anything that didn't actually improve that. This entry we knew, especially after the first pass of the controller, that driving was the critical component. Collecting items was just a way to have you drive around and explore. We would have loved to expand on the collection aspect and have it add to the game over time, but we wanted the first experience to be the best experience and didn't want to spend time and resources on essentially content cut from that initial experience.
@rhoka Thanks for the feedback! We're glad you enjoyed driving around. The energy was there partially because the world isn't all that big, time restraints and all, so we wanted a way to prevent hitting the edges that wasn't just a wall, though there is a wall just in case. I still think it is generally the right direction to go with it, but, if we expanded upon the game, it would need to be reworked entirely.
Getting the balance right on the slopes was tough but there are some places where it breaks down, like the one you mentioned. It wasn't as harsh for a while but you lose the feeling of being connected with the terrain if it doesn't slow you down enough. I agree that it might be a little too slow going up some hills though. There is actually a system we built to make it easier to go up hills but you lose some control that we cut for time. That may have helped.
@dangribanovsky It's rebuilding. It was using brotli compression, which Itch.io doesn't like. It'll be up in about 15m probably, but the executable version should work.
@dangribanovsky It's up now! Thanks for the heads up though!
@casualnothing Yeah, that's originally an oversight that was embraced. It saved time developing a fix, but it also creates an extra little puzzle you could create for yourself. I'm glad you enjoyed the game! Also, yeah puzzles were difficult, especially because you have to create something that will be solved by someone who doesn't know your intent from the start like the devs do.
@hawkin There was a ton of playtesting to get timings right. Luckily, with only 10 seconds, it wasn't too hard to get things right. There's only so much that can be done in 10 seconds. It'd be interesting to know how many times we ran through different sections. I still wish we had more time to work on things though. I'm glad you enjoyed it and thanks for the response!
@infinitycore Thank you! Would you believe the voice is actually generated? It turned out really well with some tweaking to it.
If the spot you're talking about is near the beginning, there's actually a spiral staircase you can use to get out still.
@hawkin Good job! We didn't want to explain much and wanted it to be learned through experience. I'm glad you were able to figure it out.
@xparker Thanks for the kind words and for giving it a try! I don't think there's anywhere to actually get stuck, but there are a few places where it can feel like it. I'm pretty sure we always included a way back out of everything, but I can't be certain.
@leorid Thank you. That transition took several iterations to get to feel right. For a while it was more disorienting than just a straight teleport, but it eventually got to where it is now.
We tried to teach the interaction mechanic with the first lamp you can't get past until you touch it and also the first set of staircases, but maybe we shouldn't have had a way to progress until you touch the stairs. Hopefully the next puzzle game (if we ever do one again) will be even better about that!
@zubspace I'm sorry to hear you got stuck. The beginning area has two paths that can potentially loop back on each other, so that may be what you experienced. Perhaps we should have made sure you couldn't loop back, but we wanted a second path to make sure if you got stuck you could maybe find a puzzle that was easier for you. I'm glad you liked most of it though!
@getsky The movement definitely takes some getting used to. Experience with other zero-G Newtonian physics games probably helps. Thanks for playing though. I hope it wasn't too hard.
@blank-3d Switching to keyboard controls can sometimes be easier. The PID that controls rotation may have also built up some error when it couldn't have control while in the buy menu. I'll have to look into that. There is a penalty to debt though. Every 30 seconds you make a payment based on a percentage of the debt, and then it has an interest rate it increases by. More debt = more interest payments. It is pretty low so it isn't too punishing, but it's there. The upgrades were an incentive to sell stuff, but we didn't end up doing a whole lot with it. It probably could have been cut. I'm glad you enjoyed it though!
Lots of new comments suddenly. Let's get started.
@fupi Yeah, understanding how to intercept and move relative to objects without drag is a weird thing. It takes rewiring the way you think. If you have experience with KSP docking or playing Outer Wilds (if you don't, you should) it makes it easier to understand. Essentially you need to recognize that your relative velocity is what's important and not just pointing towards your target and thrusting. Slow and smooth is faster than quick and shooting past.
@yuriscat Thanks for the comment and for playing!
@lonelygamedev If you're interested in more like this, it's partially mechanically inspired by ΔV: Rings of Saturn (which I believe is free while the Invasion of Ukraine is ongoing) and, like you mention, docking in KSP. As for the rocks, yeah they're useless. We had a system for randomly spawning the packages with random velocities and stuff, but we wanted to add asteroids that functioned similarly. It made sense to use the same system, and instead of re-writing things to allow for non-collectable objects we just allowed them to be collected too, but mostly useless. It's an option though. Thanks for playing!
@bmanstudio I'll have to check your game out! A restart option before you win or lose would have been a nice addition, yeah.
@meta-link Yes, very tricky to get used to when you're used to physics with drag. Relative velocity is the key. Get that to zero with your target and then slightly thrust towards it and wait. You'll eventually collide. Slow and steady.
@torolchuk I agree keyboard controls may be easier, but harder to learn. It's an extra thing you need to be thinking about, so we had the default handle your rotation and point you towards the mouse so you don't have to think as much. Cargo gets sold when it's within range of the station and the velocity is below a certain value. If you just get it in range and zero your velocity it should sell.
@arthur-sorignet-gautrot Thanks for playing! More variation would have been great, but time is always a factor with LD.
@zgragselus I'm glad you had fun. Thanks for playing!
The problem with objects jumping around is weird. I haven't experienced that. I don't know what would cause it. I'm sorry you encountered that.
The rotation is controlled by a PID controller that could probably be tuned slightly better. It has the same control as with manual keyboard controls, so it's often easier if the player just takes full control. It's more to think about, but I personally find it easier as well.
Thanks for the feedback!
@raptor851 Interesting. No, debt and spawn rate are not connected. I honestly have no idea what caused that. There is theoretically no limit to objects, they just get destroyed when too far away from the player, but I'd expect them to float away eventually. If they collide with things and end up with near-zero velocity, I guess they could build up like this if that's what you were seeing.
All objects you're towing also impart equal force to you, so towing large numbers of object (especially asteroid which weight more) they will make you lose control as it overpowers you. You can right click them to stop towing them.
@greenradiation Yeah, I had played quite a few deck builder/RNG based roguelikes recently, and Inscryption stuck in my mind. Thanks! New build with a bunch of things fixed is up if you want to play a version that isn't as broken.
@aivaxela @retrific Yeah, we never got enemy difficulty scaling in before time ran out, so it's somewhat hard at the start but gets much easier over time. You can lose two fights before losing the game, so you can spend that time making your deck stronger hoping to win out in the end. (You can also turn on infinite health with "\", though we didn't tell you that anywhere before.)
@shasaur For sure we could have used more feedback. We tried to get as much as we could, but that's one thing that you always need more of and don't have enough time for. For winning/losing the coin that you used to end your turn gets moved onto your stack or the top one floats away. It's a little hard to see. It could have used more fanfare or something to draw your eye to it.
Thanks @rainbeau ! This is our first card game/deck builder so we were learning on the fly.I've played enough that I had a decent idea on where to go, but we had no experience making them.
@Dagunov Yes, web should be up to date. If I recall correctly, it's a 50% for a split at any point along the path. It's unlikely that this happens for too long, but there's always a small chance for it. It sounds like you may have just hit those really low odds. Also, yes there's a lot to learn and figure out while playing. We did our best to get the information to players, but obviously it can't cover everything. If you had too hard of a time, you can turn on infinite health for a bit with "\" until you get some upgrades. I hope you had fun anyway. Thanks for playing!
@yibirabbit007 Yeah, we normally include a webgl build, but it is limiting. We're hoping it isn't too much of a barrier for people to download it only. I guess we'll find out!
@silas-reinagel Like @guitarbro said, we wanted more of that, but didn't have time. We also wanted pieces of the environment to move too, instead of just doors, but the baked lighting didn't allow us to do that and it was the only option that let us get the style we wanted sadly, so the ability to create puzzles was very limited. We had planned for radiation to be blocked by walls (which it actually does now, but it isn't utilized), but there wasn't a good way to make use of it with static geometry.
And to everyone I've missed, thanks for playing!
Simple, but fun. The tank controls were a little annoying until you get used to them, but I can't see it working any other way. The destruction was a nice touch, though hard to control. Maybe this was intentional to prevent us from boring a hole straight down like I did though. My only real complaint is that it's really easy to get lost. Being able to place a waypoint marker or something would have gone a long way to fix this, as there are no recognizable landmarks or anything to keep track of where you're at. Good job!
Cool game. There needs to be a little more feedback on what's going on I think (the ending you just hear a door open and it goes to the menu, for example), but it's relatively short and easy. (Though maybe I'm wrong about that. The comments seem to indicate otherwise.) The biggest issue I had is that I didn't realize I could turn at first, so only the things right in front of me were available. The other issue is the thermometer is pretty hard to read. Other than that, I think it's set up well to give enough information to figure out the meaning of everything without being too obvious!