i like the idea of mysterious items which one can, through learning and craftiness, grow to understand.
i like the idea of mysterious items which one can, through learning and craftiness, grow to understand.
i made it back to town (from level 2, ha). i have a slightly higher level character now, though i'm still very mana constrained.
i made it back to town (from level 2, ha). i have a slightly higher level character now, though i'm still very mana constrained.
item system, first pass
tidy up the vertical connection work a little (not too much)
"historic event window" based villages
apply the above to other areas like subterranean structures.
item system, first pass
tidy up the vertical connection work a little (not too much)
"historic event window" based villages
apply the above to other areas like subterranean structures.
there is a game design lesson here. i think people underestimate the value of showing players they can trust your generation!
there is a game design lesson here. i think people underestimate the value of showing players they can trust your generation!
look at this! a parity aligned pillar room. i've seen two of these and they have both been this way. how pleasing. i'm going to like this.
look at this! a parity aligned pillar room. i've seen two of these and they have both been this way. how pleasing. i'm going to like this.
this could use better tutorialization or references but also it's a traditional roguelike from the days of yore so it is the Wilderness.
this could use better tutorialization or references but also it's a traditional roguelike from the days of yore so it is the Wilderness.
they made the tombstones fancy, look at the beautiful sparkly ASCII shimmer in the upper right.
they made the tombstones fancy, look at the beautiful sparkly ASCII shimmer in the upper right.
and we're in the underearth... looks like there are a few graphical tiles!
and we're in the underearth... looks like there are a few graphical tiles!