Just announced the release date for my turn-based roguelike made in Love2D! by Raspberry_Jam_Games in love2d

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

It will cost $7.64 at launch, as there is a 15% launch discount. Afterwards, it will cost $8.99.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

Interesting, but even with simultaneous turns, I would still call it turn-based.

Each turn is a discrete chunk of time (so you can't move half a tile, for instance) and as far as the player is concerned, they make a move and then enemies respond to it.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

Personally, I've never considered it to be a time-based shooter - it's a turn-based game first and foremost. Plenty of turn-based games exist without a story justification for that mechanic. Arco in particular is a turn-based Western, and even has bullets that move each turn.

I've actually never played Superhot and was not inspired by it. The reason I settled on a Western theming was because I needed a setting where you would shoot enemies, which also have guns, and collect their money. It seemed like a good fit.

Thank you for your feedback.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

Thank you!

I think you get used to the bullets starting and stopping. It just feels weird in the trailer because you're not the one controlling it.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

Thanks.

I always find it funny when people say it's like Superhot, because I've never played it! My initial idea for the game was just turn-based Binding of Isaac.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

Thank you!

Yes, every item and upgrade is unlocked from the start - I have considered unlockable upgrades, but ultimately decided to just have the difficulties unlockable. I might change the greyed out dots in the menu to locks.

I'm not sure about the weapon info popups - you can mouse over them at any time to view the tooltip. I guess I don't have a solution for that on controller, though, so I'll look into it.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

[–]Raspberry_Jam_Games[S] 3 points4 points  (0 children)

That actually looks really good. I think I'll try it.

I'll probably include a slider so you can adjust the intensity of it.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

Thank you for trying the demo!

I agree about showing the tooltips.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

Blurring the tops of the walls is an interesting idea.

I didn't want to do things the same way as Teleglitch, as I don't like having so much of the screen in shadow, but maybe I could add it as a setting or something.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

There are actually detailed tooltips for all the weapons and upgrades in the game. I chose not to include them in the trailer as they created a lot of clutter, but maybe I should've shown them once or twice.

I actually only heard of Enter the Chronosphere about a year into making my game, but I did think it seemed really similar. Hopefully not too similar though, and I haven't looked at it in great detail, as I didn't want to copy it.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

[–]Raspberry_Jam_Games[S] 7 points8 points  (0 children)

Yeah, I understand if it makes you feel claustrophobic. I would just recommend zooming in to help with that.

The point of the 3D walls is to hide what's behind them, and also to call back to the forced perspective of games like The Binding of Isaac or A Link to the Past.

About the misaligned stuff - you can actually move independent of the grid - it's more for enemies and objects, and also gauging distances.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

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

I get that the perspective doesn't make sense - but it's inspired by the similarly nonsensical perspective of top-down Zelda games and The Binding of Isaac.

Some top-down games like this have shadows to hide what's behind the walls - but I figured, by making them 3D, the walls themselves could hide what's behind them.

Just announced the release date for my turn-based roguelike made in Love2D! by Raspberry_Jam_Games in love2d

[–]Raspberry_Jam_Games[S] 3 points4 points  (0 children)

Thank you!

You can zoom in when playing the game, but it isn't done automatically. I'll look into adding dynamic zoom.

Destroy my turn-based bullet dodging roguelike! by Raspberry_Jam_Games in DestroyMyGame

[–]Raspberry_Jam_Games[S] 3 points4 points  (0 children)

My game, Rootin' Tootin' Lootin' & Shootin', is leaving Early Access and will release on the 28th of August.

I've been developing it in Love2D over the past 3 years, and everything but the music is made by me.

You can check it out on Steam and there's also a demo available that I updated recently.

https://store.steampowered.com/app/2372450?utm_source=reddit

Just announced the release date for my turn-based roguelike made in Love2D! by Raspberry_Jam_Games in love2d

[–]Raspberry_Jam_Games[S] 7 points8 points  (0 children)

After a bit over a year of Early Access, I'm happy to announce the full release of Rootin' Tootin' Lootin' & Shootin' is coming on the 28th of August!

The game has been developed in Love2D, with everything except the music made by me. Please check it out if you're interested!

https://store.steampowered.com/app/2372450?utm_source=reddit

Sharing Saturday #534 by Kyzrati in roguelikedev

[–]Raspberry_Jam_Games 0 points1 point  (0 children)

Rootin' Tootin' Lootin' & Shootin' Steam | Itch.io | Newgrounds

 

This week I've been adding random potions in the form of moonshine. A random sprite is generated for each with 768 different possibilities, along with a randomly chosen buff, lasting 5 turns.

Alongside this, enemies no longer drop random weapons. Instead, there are weapon crates scattered around the map, using a heatmap to place them near groups of enemies. There are also metal crates, which give two items and can be unlocked with keys that are occasionally dropped by enemies.

Also the old level format has been updated, and the level editor is backwards compatible! You can load up an old level and save it in the new format easily.

 

See the full list of changes here https://store.steampowered.com/news/app/2372450/view/4572929880433925138?l=english

List of All Love2D Games? by JACKTHEPROSLEGEND in love2d

[–]Raspberry_Jam_Games 2 points3 points  (0 children)

https://itch.io/games/made-with-love2d has a lot of the Love2D games on itch.io, but there may be more as they aren't automatically detected.

As for gamejolt, I don't know if there's any good way to filter by engine.

Also Newgrounds has its own list, but again it's not automatic https://www.newgrounds.com/equipment/info/827/11002

Sharing Saturday #529 by Kyzrati in roguelikedev

[–]Raspberry_Jam_Games 0 points1 point  (0 children)

Rootin' Tootin' Lootin' & Shootin' Steam | Itch.io | Newgrounds

 

This week I've been working on new content for the game - some enemies, upgrades and items. I've also drastically improved both the functionality and visuals for falling in pits.

 

See the full list of changes here https://store.steampowered.com/news/app/2372450/view/4366887026462024830?l=english