• he/him

Occasionally I start making roguelikes and then mostly don't finish them



I mean, I already made it (for last year's 7DRL challenge), but now it's actually complete. It's got a whole alphabet's worth of different enemy types and everything. It probably says something that the new version is roughly what I'd planned out for the original 7DRL version, yet I'm only just now releasing it nearly a year later, but the thing I choose to take away from all of this is that putting a lot of the planned complexity into enemy variety is a good way of letting you jettison scope if you really need to get something released in 7 days.

I may have painted myself into a corner game balance wise since the main knob for adjusting difficulty (number of groups of enemies per level) has 3 settings that make any sort of sense: 2 (too easy), 3 (about right), and 4 (overly difficult). So ramping it up to 4 on the last two levels in the interest of having some sort of difficulty curve may be a bit much, but I have confirmed that it's winnable even if it requires a bit of luck. Most of the game balancing happened via playing the game a bunch and nerfing any specific enemy types that annoyed me too much, though.

Anyways, link: https://sportzer.itch.io/maneuver

I'll be doing the 7DRL challenge again this year and will be sticking with the same formula of giving the player a weird gimmick mechanic instead of bump to attack and then throwing a variety of wildly different enemy types at them since that worked pretty well last year.


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