Re: "Seven Weeks"



On Jul 26, 2:59 am, Corremn <corr...@xxxxxxxxxxx> wrote:
On Jul 26, 3:25 pm, "Nik Coughlin" <nrkn....@xxxxxxxxx> wrote:

tqneiq...@xxxxxxxxxxxxxx wrote:
On Jul 25, 8:56 am, Corremn <corr...@xxxxxxxxxxx> wrote:
I guess he will go down in fame as someone who created a 7drl but no
one ever played it.
That'd be a shame, but I'll give it at least one more try. Here's a
new download page:

http://www.geocities.com/kadwiellroguelike/

-Kadwiell

Some great ideas here, though I haven't had time to go beyond the tutorial I
like what you've done with it so far

Yes, it certainly has a unique feel. I like the concept very much. I
have not got far yet, but I am getting much better at avoiding those
bots. The moving beams is a very nice touch.

Agreed, I am very impressed with this game! The walking on walls
mechanic is surprisingly useful. The setting is well thought out too
- unfair random trap generation isn't a problem as you are supposed to
know when to run away.

My requests...
1) Always center the screen on the @.
2) Add a border to the three level look so in open areas you can tell
them apart.
3) Blue on black is a hard colour to see, I'd recommend a brighter
scheme for people outside with laptops
4) Numberpad movement seems great until you try and play on a laptop!
Sure,I can hit numlock to engage my built in numberpad, but then I
lose u, l, j, making the game hard to play. I either have to keep
toggling number pad or try and use the top row of numbers which
involves a lot of mental gymnastics. My recommendation would be to
build an alternate key layout for laptop users. I'd strongly
recommend the "vi-keys" - use yuhjklbn for movement. I'd move u, l,
and j onto the left hand, exact letters don't matter. Maybe e-climb,
d-drop, f-jump, g-loot. (e because it is above d, f because it is
beside d and on home row, and g because it is get.)

Very amazing game showing a nice innovative playstyle.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)

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