T.H.A.D.

Hi, I had great time and gained lot of insights on my weaknesses trough the Java4k challenge. So when the 7DRL 2013 was announced, I was in.
I stripped down my year old project and started a new roguelike game. Sadly, the same problem has arisen, technically and visually I’m happy with the result, but the gameplay is lacking.
Now I want to use it as a base for a really polished and finished game (true chances are slim ;)).

If you are interested in the 7DRL version, you can get it here.

Any comments or critique are appreciated.

I’m using LibGDX so an andorid version is also plausible.

I really liked the visual style, in particular the lighting. There were things in the shadows that I couldn’t quite make out, which is the sort of effect you need.

The control system and player movement is a bit frustrating though - it just feels a little sluggish. I think there is a slight delay between pressing the key and movement?

My first impressions :

  • the abbreviated title for your game, T.H.A.D., is very confusing. With such a title, some sci-fi game is expected, whereas it is not the case at all. Why don’t you stick to True Heroes Always Die ? I find it much better and actually not so long ;
  • the introduction story is very obscure ;
  • the place where the game starts is a bit confusing. It feels like the player is already into the middle of some dungeon. You may add a lot of green to your starting level, with some grass and trees, and let the surface ruins of your old structure in black and white ;
  • I found your game screen far too large ;
  • I was not able to pick up items laying on the ground, using the [ENTER] key. The user interface for the inventory is deceptive, as it suggests that the mouse can be used to select items, whereas it is not the case ;
  • it seems that some diagonal moves allowed my character to go through some pillars and buildings ;
  • using colors into the event message list would improve a lot its readability ;
  • you may improve a lot the sprite of the main character ;
  • surprisingly, I found that Fear4K had more impressive graphics, without even considering its visual special effects. Its procedural generation gave better results…

Well, one thing is obvious, I’m not able to make game in 7 days that is not a simple action game. I put most of the ‘game logic’ in on the last day. So for example you don’t start at the village, but in a dungeon level with different tileset, also the intro text is really horrible, sorry for that :).

Right now this is really a tech demo more than a game, but I’m working on it.

Hi, I was playing with visuals and animations last couple of weeks, so here is a new WIP image. I’m still prototyping interesting tactical combat, dialog system, character progression etc. etc.

And I’m slowly moving away from simple roguelike…


http://games.frikulin.sk/images/thad_scr_03.png

Hi, I was playing with visuals and animations last couple of weeks, so here is a new WIP image. I’m still prototyping interesting tactical combat, dialog system, character progression etc. etc.

And I’m slowly moving away from simple roguelike…


http://games.frikulin.sk/images/thad_scr_03.png

prototyping death …


http://games.frikulin.sk/images/thad_scr_04.png

please tell me you’re making bodies stay on the ground through successive playthroughs, that’d be both gruesome and amazing.

I like how you did the shadows. It appears that shadow tiles are calculated on the grid but you transition from one set to another smoothly. Can you explain more about what you did?

It appears you can move and face diagonally but is there an explicit diagonal key? I don’t have a numpad on my laptop.

The inventory confused me a bit since at first I assumed drag&drop but instead it was click. Also the the stairs to descend could use a more obvious icon.

The smoothness of the game but maintaining turn-based control is pretty cool.

I have a big interest in roguelikes so keep us posted!

prototyping death …


http://games.frikulin.sk/images/thad_scr_04.png

please tell me you’re making bodies stay on the ground through successive playthroughs, that’d be both gruesome and amazing.

I like how you did the shadows. It appears that shadow tiles are calculated on the grid but you transition from one set to another smoothly. Can you explain more about what you did?

It appears you can move and face diagonally but is there an explicit diagonal key? I don’t have a numpad on my laptop.

The inventory confused me a bit since at first I assumed drag&drop but instead it was click. Also the the stairs to descend could use a more obvious icon.

The smoothness of the game but maintaining turn-based control is pretty cool.

I have a big interest in roguelikes so keep us posted!