the sound effects are siiiiiiick! I love this for the genre, the attention to environmental sfx add so much to the lovely text-based rendering. thank you for making it! I'm already inspired for next year.
Thank you so much for playing, and thank you for putting out this thorough a playthrough of the 7drls, it's a treat for us developers to get a 15 to 30 minute video by an expert player like this. Absolutely amazing!
When streaming I don’t spend enough time to really sort through things. I’ll try and revisit this off stream to get a really good sense of what’s there 🙇🏻♂️
no worries man, you did it justice, and I'm thankful that you tried it out! There's so many roguelikes to get through, so i think it's rather on the game to keep your attention than you giving it more attention than feels natural 😅 thanks again man!
I really like the idea of it, and it has a strong start with the kobolds firebombing you while you try to cross the bridge. But after you get past the bridge, there really isn't much else to it from a strategic point of view. I had so much health and the kobolds slings did so little damage, I felt less like a foolish adventurer and more like an unstoppable Terminator.
I feel the game would benefit a lot from giving the player more options such as picking up and throwing things, searching for traps, walking/running, etc. That would give you more room for increasing the damage the kobolds do, give them melee weapons, traps they have to engage, and more damaging weapons. To me, the fantasy of Tucker's Kobolds and Smart Kobolds is the adventurer blindly charging after a kobold down a tunnel while other kobolds shoot them from a distance.
Without those options, the player really can only charge towards every kobold they see, only occasionally waiting for a charging rat, and then sweeping through the dungeon on a cold rampage. If the kobolds were any smarter or had more options themselves, then the player would just have a bad time.
One final thing I'd like to see is a way to quickly move across the map once you've already explored it. Needing to mash the movement keys while searching for the last 3 kobolds was pretty rough lol.
With that additional content, I'd love to play through the game again. It's a great concept!
Also, this comment box has been doing really funky things on its own, so I have no idea how the formatting on this comment will be.
EDIT: So on the jam submission page, one player mentioned something about being chased by a troll. Did one not spawn for me, or did I just somehow avoid one despite wandering around for so long?
Thank you for playing and your honest feedback! Right now the game can spawn with a lot of different combinations of rooms, and sometimes it spawns a room with a trapped Troll. I simply havent had the time to tweak it.
A lot of the foundation is here to do a lot more advanced collaboration between kobolds, and special behavior in each room, but again I ran out of time before I could realize it fully in the game. So this is why that first bridge rooms feels better than the rest, and I think it is left up to random chance whether you get a good experience out of the dungeon oe not right now due to bad balancing.
I'll spend some more time on balance and tweaks to hopefully increase the chance of a better experience. Aiming for Tucker's Kobolds and Jeff's Smart Kobold sets a high bar!
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the sound effects are siiiiiiick! I love this for the genre, the attention to environmental sfx add so much to the lovely text-based rendering. thank you for making it! I'm already inspired for next year.
Haha, thank you Classicwook! That's amazing feedback, so glad you had an inspiring experience!
This has perfect atmosphere! Really nicely done.
Thank you!
Well done!
Thank you so much for playing, and thank you for putting out this thorough a playthrough of the 7drls, it's a treat for us developers to get a 15 to 30 minute video by an expert player like this. Absolutely amazing!
Neat!
Love the polish and focus on the vibes!
Thank you!
Oh I just watched you play the game on YouTube, thanks a lot man!
You got unlucky and got one of the bad proc gen dungeons. It messes things up real bad some times 😅
Ah okay I should return to it!
When streaming I don’t spend enough time to really sort through things. I’ll try and revisit this off stream to get a really good sense of what’s there 🙇🏻♂️
no worries man, you did it justice, and I'm thankful that you tried it out! There's so many roguelikes to get through, so i think it's rather on the game to keep your attention than you giving it more attention than feels natural 😅 thanks again man!
I really like the idea of it, and it has a strong start with the kobolds firebombing you while you try to cross the bridge. But after you get past the bridge, there really isn't much else to it from a strategic point of view. I had so much health and the kobolds slings did so little damage, I felt less like a foolish adventurer and more like an unstoppable Terminator.
I feel the game would benefit a lot from giving the player more options such as picking up and throwing things, searching for traps, walking/running, etc. That would give you more room for increasing the damage the kobolds do, give them melee weapons, traps they have to engage, and more damaging weapons. To me, the fantasy of Tucker's Kobolds and Smart Kobolds is the adventurer blindly charging after a kobold down a tunnel while other kobolds shoot them from a distance.
Without those options, the player really can only charge towards every kobold they see, only occasionally waiting for a charging rat, and then sweeping through the dungeon on a cold rampage. If the kobolds were any smarter or had more options themselves, then the player would just have a bad time.
One final thing I'd like to see is a way to quickly move across the map once you've already explored it. Needing to mash the movement keys while searching for the last 3 kobolds was pretty rough lol.
With that additional content, I'd love to play through the game again. It's a great concept!
Also, this comment box has been doing really funky things on its own, so I have no idea how the formatting on this comment will be.
EDIT: So on the jam submission page, one player mentioned something about being chased by a troll. Did one not spawn for me, or did I just somehow avoid one despite wandering around for so long?
Thank you for playing and your honest feedback! Right now the game can spawn with a lot of different combinations of rooms, and sometimes it spawns a room with a trapped Troll. I simply havent had the time to tweak it.
A lot of the foundation is here to do a lot more advanced collaboration between kobolds, and special behavior in each room, but again I ran out of time before I could realize it fully in the game. So this is why that first bridge rooms feels better than the rest, and I think it is left up to random chance whether you get a good experience out of the dungeon oe not right now due to bad balancing.
I'll spend some more time on balance and tweaks to hopefully increase the chance of a better experience. Aiming for Tucker's Kobolds and Jeff's Smart Kobold sets a high bar!