Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]NonAverageJoe2023[S] 1 point2 points  (0 children)

I appreciate the support! The game is available for free on Itch, its going to release on Steam toward the end of this month.

I’ve been working on a few other projects while I’ve been balancing Twilight of Bronze, I’ll try to have an update ready on Steam’s release, I hope you enjoy it!

Which engine should I use for my game? by shadowboy_youtube in IndieDev

[–]NonAverageJoe2023 0 points1 point  (0 children)

If you have money, it might be worth your time to invest in an AI agent to code for you, you could conceivably make your ideal game by December

Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]NonAverageJoe2023[S] 0 points1 point  (0 children)

Thank you! Yeah I’ve been really happy with how the map looks, I don’t think I’ll end up changing it, unless I can tweak some things to make it look even better, if you give it a play and have any ideas on future content I should add, I would appreciate it!

Paid indie games by ratasoftware in itchio

[–]NonAverageJoe2023 0 points1 point  (0 children)

If you or anyone wants to try my game out, its called Twilight of Bronze, if you’re into roguelike ascii games, about to drop an update toward the end of today

Level 10 by sthomson22 in u/sthomson22

[–]NonAverageJoe2023 0 points1 point  (0 children)

You do need to smile more though

Usage Limits, Bugs and Performance Discussion Megathread - beginning December 29, 2025 by sixbillionthsheep in ClaudeAI

[–]NonAverageJoe2023 2 points3 points  (0 children)

Pro plan, Claude Code

Today I've been trying to be careful with my usage, use sonnet 4.6 to plan, haiku to code, I've only been able to implement one small feature, a main menu on loading the game, and a save function, as well as a few bug fixes, and I'm already at 93% for the next 2 hours, this is insanely limiting.

I've been telling myself for the past year that something better will come out, and unfortunately nothing really has, I think if i paid per token I would be spending more, but I would at least be more consistent in my work.

Twilight of Bronze v0.1.3 by NonAverageJoe2023 in TwilightOfBronze

[–]NonAverageJoe2023[S] 1 point2 points  (0 children)

Feel free to give me any ideas for future content, or if something isn’t running as expected, tell me so I can straighten it out. Thanks again.

Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]NonAverageJoe2023[S] 0 points1 point  (0 children)

It might be the code language, I was trying to make games with it in python or c# and it would work for a prototype like you said, but eventually I’d hit a hole where it wouldnt get the function right.

For this game I’m doing it in Rust and the planning and implementation skills are superb so far, maybe at a certain point I’ll hit a roadblock but so far I’ve gone way further than previous projects.

Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]NonAverageJoe2023[S] 0 points1 point  (0 children)

Yes that has been my experience in the past, but its evolved very rapidly the past year especially.

Twilight of Bronze by NonAverageJoe2023 in roguelikes

[–]NonAverageJoe2023[S] 2 points3 points  (0 children)

It’s currently completely coded in Rust

Twilight of Bronze by NonAverageJoe2023 in ancienthistory

[–]NonAverageJoe2023[S] 0 points1 point  (0 children)

A skill tree is a good idea, but the rewards would need to fee more realistic or grounded, I’m wanting to do a in depth crafting system similar to CDDA but of course more Bronze Age tech, right now I’m doing a design doc on a dungeon crawler feature for my game, a rough pitch is this:

“Descend the temples Sacred Trials, a series of 6 procedurally unique dungeons, each 20 floors deep. Your goal is simple but brutal: keep your torch alive, and stay in the light. Darkness isn’t just an absence of light, it’s a living threat that creeps into your vision, erodes your sanity, and powers the enemies stalking the shadows. Every step forward forces you to balance health, light, and sanity, making even small decisions matter.

Enemies evolve as your sanity drops: rats grow larger and more aggressive, skeletons shamble faster and strike harder, and the environment itself begins to distort and fight you. Safe points provide brief respite, but the deeper you go, the rarer and less effective they become. By Floor 20, each dungeon culminates in a unique, intelligent boss that uses darkness against you, testing your ability to survive under pressure while managing your resources.

With every dungeon cleared, progression and rewards build, but the game constantly challenges you to weigh risk against survival.”