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AikonCWD

127
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3
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A member registered Oct 21, 2018 · View creator page →

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Yep! true that. 

On next updates I will let the player witch item to drop, but for now you can use this method if you wanna populate the dungeon with useful items :P

Sorry I can’t do that

Thanks for reporting this. I will check how restore str potion works and interacts with that rin. A new patch will be release when this and the bug below is solved.

This sounds like a bug while determining flying projectiles. I will work to solve this bug next patch!

haha, nice! Carnivorous Plants, like Treants, are those type of monster you can decide to kill them since they have a hight % item drop chance. But sometimes its risky!


I had a run where I was in an open space, with a lake, full of sleeping Treants. Moved one tile and triggered a firetrap. The fire spreds fast, waking up all the Treants and they managed to kill me in 2 turns. lol

Thanks for reporting, I will work on it

That was a network connectivity issue for sure

Thanks a lot for taking time and playing the game :)

(1 edit)

So, the scenario is, you have a -1 ring of damage, use an enchantment scroll without unequipping the ring, and the bad effect is still there? Yeah, that is a bug I will fix next patch. Thanks for reporting!

Un equipping and equipping the ring again will solve the problem, but I will work to solve this bug to avoid that

Staffs are designed to be used over monsters/items/terrain, not yourself. You have 3 different items to apply magic status to yourself: potions, scrolls and pendants. This is a design decision :)

Maybe I will add a warning if you target yourself to avoid waste a charge.

Polymorph is a gambling staff, sometimes you will get a weak monsters. My recommendation here is to use poly only over overpowered monsters, so you transform them into a weak monsters.

Graveyard needs a rework. There are a lot of graveyars from players that only played 1 time, wasting space. I will make graveward bigger and add a condition of having at least 5 deaths to have your own tombstone. Remember you can press Ctrl direction to autorun.

Can you describe the steps to reproduce this bug?

Hi!

Thanks for this big list of ideas and suggestions. I like some of them and I will try to implement them.


See you in the Catacombs!

There is no way to read that info BUT next version will have a "death" screen where you can read info about the run, your inventory and some statistics.

I think you drank a chaos potion. It has a different effect depending on what you do with it: drink it, throw it at a monster or throw it against a wall.

Ok. So thats the issue. Your PC can't access my webserver for some reason. Maybe your ISP is blocking the access. Try using another internet connection, maybe you can use your 4G/5G from your smartphone to test it (or just try to access the website I mentioned from your smartphone).

Looks like a problem from your end. I have no tools to help you :(

Looks like you are having a problem reaching the webserver. Can you check if you can acces de API by clicking this direct link? https://aikoncwd.ovh/sql_catacombs/get_current_dungeon.php

Thanks for your feedback and for playing the game!

See you in the Catacombs! :D

It is possible, but the game is balanced when you have coop elements like messages warnings for traps and shared items/weapons. I think a full singleplayer mode will be unbalanced and impossible to reach depth 25.

There is an offline dungeon at north. Try this game mode and share here how far can you get by playing alone.

I can try to publish am offline version for next patch :)

Niiiice! Thanks you managed to solve the SSL issue :)

Hi!

The game is still hosted and working. Looks like you had an SSL validation error while trying the game. Maybe your ISP have some issues to reach my webserver? Or maybe your system/browser miss the SSL trust-chain?

Try this, open this link and check if you get any error: https://aikoncwd.ovh/sql_catacombs/get_current_dungeon.php

If you are having any ISP issue/block, the only solution for you is to try play the game from another computer or internet connection

Oh hi! I think I just answered on Reddit!

Reaching depth 17 is excellent! The goal is finding the amulet at depth 26 and return back alive! Thanks for playing and support the game. Have a great day!

Thanks! With the upcoming 1.4 patch, dungeons will auto-reset after depth 35, so every player will have the oportunity to beat early dungeons and get some roses!


Thanks for playing!

Awesome asset pack. My next roguelike will use those for sure! love

Thanks! Yeah, I will upload the project to github, client and server when I decide to stop hosting :)

I don't know if I did well, at the end the game shows PRNG: 0

It a bug related to the HTML export version. If you try the download game will run smooth. You can't cast magic from staff to yourself. For that you have the scrolls and/or potions. Unlucky 1 start rating :(

I really like your game. It's true that, as you say, it looks more like an engine prototype than a game, but you've already managed to have a good base to build something great and fun.

Regarding your delivery, I mainly highlight the graphic section. The fact that you have hand-drawn all the tiles and monsters in the game, as well as the character and even the UI controls, brings me a lot of happiness and astonishment.

The graphic style gives the game a lot of personality, and the enemies look very nice and fun. Regarding the gameplay, there's little to comment on since, as you say, this is an initial project with little content. But I like the touch of humor you've given your game with the names of the different items and equipment.

Congratulations on the work and keep drawing! Never lose that personal touch that sets you apart from the rest.

How is it possible that I'm the first to comment on such a spectacular roguelike...

In the world of roguelikes, I personally value two things: graphical style and innovative mechanics. In your case, I find myself in front of a project that has managed to awaken those two characteristics in me in an exceptional way.

The idea of being able to take photos and replicate them throughout the world is awesome. It feels very fresh and gives the game a unique style. The range of possibilities and solutions that you have with just the photo mechanic is amazing. From teleporting with a selfie to being able to block enemies' passage or create bridges where before there was only water.

I really like your idea and hope you continue with the project, adding more content. It has a lot of potentials!!

Congratulations on the work done, it's clear you've put in many hours, and the final product is sublime.

Minimalism to the max!!

Your roguelike game has awakened in me the need to want to make a roguelike with hexagonal tiles like yours. I really like the minimalist style as well as the choice of color palette and sprites.

The gameplay reminds me a bit of Hoplite (I imagine you know it and were inspired by it), but at the same time, it feels like a new and fresh idea, very fun to play and that at times feels like a small puzzle challenge where you can't stop playing and always want to start another game.

In summary, I really like your style of designing games, I think it has a lot of personalities, and as a roguelike, it has seemed to me a very complete and fun delivery.

Many congratulations and thank you for creating such a gem :)

This has been another one of the different entries from this 7DRL that I've dedicated the most hours to playing. With a 100% ASCII and traditional aesthetic, but with fresh and innovative gameplay, full of dynamic movement and action.

I really like that the abilities have a cooldown and that the game forces you to correctly choose the action you must use to survive. I've had moments of pure tension when surrounded by different guards without being able to escape because I had no more jumps available.

It's incredible that you've been able to create a traditional roguelike implementing action mechanics, speed, and movement that are not commonly seen.

And I don't want to leave without highlighting your effort for having dedicated time to program a tutorial that teaches in a basic but very complete way how to play your roguelike. I really have to congratulate you for that.

I hope you're encouraged to continue creating different games within the roguelike world.

I really like your game! I primarily highlight the artistic section, especially the chosen tileset and sprites, as well as the very successful color palette!

The camera movement is curious to me since it's not common to see this kind of implementation in traditional roguelikes, but it gives a personal touch that I like.

I'll be waiting to see if you decide to continue with the project to expand it and add content. Perhaps some sound will add some action to the game overall.

I really like the procedural generation you've used to create the different maps and rock clusters. It all feels very organic and fits perfectly with the game. These are small details that we sometimes overlook, but in your case, I can appreciate a lot of work and I like to highlight it.

Congratulations!

What an amazing project! The graphic style is tremendously good. The sprites used are very beautiful and intuitive. We are looking at a different kind of roguelike, I would categorize it as an "action" one since there are no turns but a frenetic game loop based on dodging with dashes and killing everything that appears on the screen using different attacks.

My favorite is the character that uses a "sword strike" to attack. Being able to dash and position yourself correctly in front of the enemy to destroy them with your sword feels very good and satisfying. The 8-bit and chiptune style music is very catchy, and the visual aspect has been successfully achieved with that palette of soft colors and good contrast.

I would like to see if the creator continues with this project, expanding it to add more starting classes, power-ups, and content. Perhaps different final bosses would make it, if possible, even more fun.

In summary, a very good delivery where all the main sections (gameplay, style, music, etc.) have been perfectly developed. Many congratulations on the work!

One of the projects that has fascinated me the most because of how beautiful it looks and feels to play.

Entirely created for terminal (BearLib), you've managed to achieve some truly incredible environmental effects! The whole lighting system, shadows, particles, leaves, rain... It's amazing! Plus, the terminal characters are animated when moving.

I also want to highlight the audio section, which is full of ambient sounds and effects that add a comfortable touch while playing. It really feels like taking a walk through the forest.

I really like your project and I think it could serve as a solid framework and as a template to start other roguelike games with this very personal theme and setting.

Congratulations on your work, it looks really good and beautiful!

I've been playing this game for several hours now, hoping to reach the end to fully appreciate all the content it offers. We are looking at a very large project, full of content and many different areas to explore. The controls are simple, which is something I highly value when playing a roguelike.

This action roguelike has perfectly captured and conveyed the essence of Castlevania. The jumping mechanics feel very good, and it's incredibly satisfying to position yourself well against the monsters and defeat them.

I really appreciate the retro, classic, and traditional style in this roguelike. The colors and music add a very distinctive touch, and among all these things, the big fullscreen images that appear when you reach an important area of the game stand out.

In conclusion, this is a great project that I hope you can continue to update and add more content to. Congratulations on the work.

Are you sure? try to press “w” to see if you can write a message. 

coop dungeon is at East of the map. At North there are the offline dungeon 

Exactly! The north is just offline and full random every time you enter (like a regular RL). The dungeon on the right is the coop mode. Same dungeon seed for everyone until someone manage to win the dungeon (then a new one its generated)

I absolutely love the aesthetic of the game. The design is very well-thought-out, and the chosen color palette is spot-on. It reminds me of a terminal with vim, haha.

The touch that each object or enemy has its ASCII portrait is awesome! I really like it! And the actions of kicking and throwing feel very satisfying. I haven't made it to the boss on my first run, but I'll definitely keep trying because the game seems well-made and beautiful. Plus, the mechanics of kicking seem like an excellent idea for a roguelike of this kind. Congratulations.

Well, what a wonderful roguelike. I'm always amazed when people manage to integrate a mechanic that, by its nature, could never be a roguelike, into a fun and well-finished project that actually works and looks unique!

A real-time mechanic like car racing, brought into a turn-based, ASCII, and random rolls system, in an excellent and careful way.

My congratulations on the project. I always highly value the "different" ideas that are achieved in 7DRL.

I tip my hat to your idea and your game. Congratulations.

I've had a blast with this game. Implementing magic and spells in a roguelike is always fun, and it's even more enjoyable when you play and can apply different effects to enemies.

Aesthetically, I really like it, from the chosen color palette to the tileset and the catchy music. I would have preferred to cast spells using the keyboard instead of the mouse (I don't know if it's possible to do so with the keyboard; I haven't managed to), but that's just a personal preference.

I didn't read the warning message during my first game and replaced my initial spell, but I quickly realized my mistake and played another game starting with two spells. I haven't reached level 15 yet, but I've had a lot of fun playing this game. Congratulations on the idea and the outcome; there's clearly a lot of work behind it.