Live data from Hacker News

Show HN: Sleeping Beauty, a 7-day roguelike game

ondras.github.io

81–90 of 101 posts

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#81
post #53

Earlier quoted context omitted.

I agree, the yellow/green/red is rather difficult to distinguish. Aside from altering the colors, it could also use different symbols. In general, it's good to have multiple distinguishing qualities (e.g. color, shape, texture). This helps make things more distinct for all users, not just those who might be colorblind.

Agreed. The overal design direction (have those glyphs "#" as it resembles thorns for a Game of Thorns inside a tower filled with brambles) won over usability in certain cases. If this was a full-blown game (and not a 7-day proof of concept), I would try to make the combat UI more robust.

Huh. I didn't see any relationship between the "#" characters and the game theme. The combat mini game stuck out to me anyway, as an abstract puzzle game in the middle of a hack-and-slash adventure game.

Still, if you are set on using #, you could try varying size, boldness, italic, rotation, font, etc.

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#82

This is really well done! And I particularly like the combat. Filling the field with your attacks and enemy attacks really forces you to decide if you want to risk getting more of your attacks or be forced to take a really big hit yourself. I love the strategy and risk-reward that you provide with this setup.

At first glance, seems similar to the combat system used by Legend of Bumbo[1] (upcoming game from the Super Meat Boy dev). Have other games used this "match-three" mechanic as a combat system as well? Also, was pleasantly surprised to see the roguelike is played in the browser. Rot.js looks awesome. [1] http://legendofbum-bo.com

"swap sword" is a pretty neat recent ios game where the character/enemies inhabit a match-3 grid

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#84
post #49

Earlier quoted context omitted.

> But I think I would like to use Racket to make one one day. That would be neat. Are there any roguelike engines for scheme? Or would you build it from scratch?

What are you looking for from a roguelike engine? Just display/controls? Or do you want something that'll do the level generation too?

Mostly I'm just curious what the shape of the code looks like for a scheme roguelike. What's easy, what's awkward, how easy it is to extend the rules of the world.

I've always loved roguelikes, and I enjoy reading scheme code too. The elegance and organization of really good scheme code can be a revelation!

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#86
post #57

I like it! One annoying thing I noticed is that if you kill something while it's in a doorway, you won't get any loot from it. Maybe things could stack on open doors?

I killed a spider, which dropped a coin, then a bat moved onto the same spot, I dispatched it, but only got the one coin for my efforts :(

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#88
post #8

Earlier quoted context omitted.

Ah yes that will be a problem for some. An easy solution there is to use different glyphs for the different colors as well.

True. Unfortunately, my font of choice (Metrickal) only covers basic ASCII. But its glyphs are very neat otherwise :)

I had to keep rechecking which color was which. I suggest using two colors (you vs them) and two symbols (magic vs attack).

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#89

This is really well done! And I particularly like the combat. Filling the field with your attacks and enemy attacks really forces you to decide if you want to risk getting more of your attacks or be forced to take a really big hit yourself. I love the strategy and risk-reward that you provide with this setup.

But a solid strategy seems to be to pick the enemies attacks when they are just two blocks, and wait for your own to align up to more than 4. That combined with a strategy of exploring the entire level (and thereby healing) makes the game almost too easy.

That said, it was more low stress fun than I've had in a while. I find myself playing games for stress relief, and I have a tendency to play on the harder levels so it stops being "fun" after a while. I was playing metro 2033 recently, and while a nice game/story I don't really enjoy it that much because the sudden appearance of fast moving monsters that are hard to kill with limited ammo is just to much. I guess I should drop the difficulty but that seems like cheating. Games like that should have a better sliding scale for how well your playing and adjust so the player doesn't have to reload 10 times...

Post reply on HN