It's an open source ascii dungeon crawler in vanilla javascript with some visual enhancements. It was made by users on Agora Road. It's pretty compelling for what it is.
You can play it here:
https://milklounge.wang/tardquest/
Code Here:
https://github.com/packardbell95/tardquest
I recommend putting all your starting points into attack so you don't die
Moving on to level 9, I still can't persuade for shit.
The best armor is good, but the load makes me have to listen to the breathing SFX, so I might go back to raising END. Also raising HP because I don't think it's possible to grind persuade attempts without having good HP as well.
On floor 13, I've won 2 gambling sessions with Luck 38 so we'll cut that off. I have the Cathode Ray Monitor (best weapon in the game), so there's really nothing left to spend money on except torches and items that reveal the exit early so we can get deeper faster.
Having the stacked equipment slows you down to an uncomfortable speed again, so we are going for SPD, END + HP. Now we should be able to use a torch on every floor and avoid getting ourselves killed while having full observability of the level's resources.
I didn't see exactly what floor I fell through on, but it was probably 15-17.
I didn't realize it was possible to fall through a crack on first step. But my encumbrance was high from best equipment and maxing out torches.
RIP
Exhaustion and frustration replace his usual determination, each jump and death blending into a blur of punishing obstacles. Every trap and invisible block now haunts him, his mind stuck in an endless loop of brutal challenges.
Mario prays for death to take him.
Post video game stuff here (if you want).
>>0x000009
Shadowheart was clearly meant to be the obvious love interest, with Astarion being the twink heart throb for fujoshi to latch onto. They were both irritating, with Shadowheart being whiney and Astarion being rapey.
The saving grace of BG3 is Shovel the Quasit. She understood what it was to be a murder hobo.
You could tell there were some characters who were built to have depth and nuance, and there were ones which were built to be obvious and relatable (but always actually squeaky-clean) for the Tumblr crowd.
I am leaking Nobo's advent feedback request version early.
Questions:
How high was your egg count when you stopped playing?
What did you think of the egg collection?
How often did you feel like hits that should have landed did not?
What do you think would be important to improve about the sword swinging?
Do you have any other questions?
1. 24.
2. The egg collection is not without its flaws. Sometimes I accidentally moved my character out of the current screen, and [it seems] the nest disappeared and everything reset. On the screen with sparse hens, I occasionally ‘missed’ the full nest because of spending too long chasing the poultry (is it the desired effect?). Overall, it feels that the egg collection is a challenge with no fail-state (id est, failing to collect eggs returns one to the game-state before the egg collection attempt) nor complex strategy/reasoning which makes it no more a challenge than it is a time-sink. The success in this ‘challenge’ does not come with a chance of loss nor does it require any threshold of developed skill/understanding (at worst, an unskilled player will simply take longer) and thus does not feel like a success.
3. Never.
4. The swords feels too short. Realistically, it is roughly the right size [maybe even too big!] for a sword swung so broadly and so often with no fatigue, but in terms of game-play it is often annoying to have to position the character that precisely near a hen. In other words, the decision to hit a hen is lost in translation to action more often than it feels reasonable it be. If the sword is made larger, it could also make sense then to extend the swing cool-down and/or to make the swing trace linger for longer lest it lose its impression of weight.
5. No.
P.S. It is worth noting neither real-time games nor character-controller games are my cup of tea. Given that this example subscribes to both of those categories, my perception of it can be tainted by this genre boundary.
>>0x000003
> no more a challenge than it is a time-sink.
.
I could experiment with making the despawn time not so fast. It doesn't need to feel like a challenge, it should just feel nice to hit a couple and grab the item as you walk by.
> The swords feels too short.
I agree. I will at least be increasing the hitbox and rethinking the lunge as a second attack.
Sorry, I know it's my fault, but I tried on mobile browser and was disappointed because the main character is not moving :(
Perhaps implementing touch event could be a thing?
I hope so.
This is a terrible game prototype inspired by games like Vampire Survivor. It's not very good but I made it and you can try it out in your browser.
Just kill stuff, collect the silver drops, get upgrades when you level up. I made it pretty easy since there is no point in making a shitty, unfinished game difficult.
If you're having trouble, try putting one point onto bullet_damage and every other point into fire_cooldown until you are able to easily kill anything. Grab a max_hp upgrade if you're close to dying. Then increase your bullet_scale and oscillation and whatever else you want.
If you have any ideas what I could do to make this better, feel free to let me know and I might come back to it.
https://goeshard.itch.io/festers-torment
version 2 beta was released for windows, linux, and macos. there isn't a web version yet because it performs like shit and I haven't fixed it yet.
You can walk around a procedural generated maze smashing barrels, MAN!
Each refresh the maze will be different.
Not much going on other than that but it's pretty cool I guess if you're interested in raycasting algorithms.
https://github.com/divSelector/raycast/
I learned to do it from this https://lodev.org/cgtutor/raycasting.html
That was great! I really enjoyed the aura stat. Do they make everyone a janitor, or was it based on my stats?
I hope you continue with this, it looks like it could be fun.
>>0x000003
> That was great!
I'm glad you liked it. I had to rerun through it since it's been so long, but yeah it always picks janitor. The idea was that no matter how esteemed your background was in your old life, you start as a nobody.
I remember the reason I quit working on it is because I expected myself to know where I was going with the story but I really just didn't.
After replaying through it after so long, I do kind of feel like there was potential there that I could maybe re-explore.