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(1 edit) ( 1)

Thanks for your feedback - I'll certainly take it on board for next time. I think gradual introduction in roguelikes can be very easily done incorrectly, because it increases the penalty for death in a genre of where dying is relatively commonplace. That said it can still be done correctly, such as by ensuring the ramp-up section is exciting enough to not be a slog for a non-beginner, or having it only optionally repeatable (like if it's on an alternate optional path, or adding a checkpoint respawn location or w/e).

I'll give something like that a go for next years jam! Unfortunately this is a throwaway game made just for the 7drl challenge, so it won't get any updates except for bug fixes.

Sounds like you have already figured out how to implement it the right way :)


I'll also never understand why people throw away a game that is 10-20 hours from being sold... This game is SUPER close to being ready to sell for 4.99$, even at its current state you could easily toss it on steam for a couple bucks and make at least a little money on the side to fund future projects.