So much cutting


In the scramble to finish in the last 24 hours I had to cut so much that I hope I can put back in to a non-submission build in the next week. I have a custom 4e inspired system that powers my main project but to dance around some bugs I basically gutted it. No Slots, no Powers, no even complicated progression. The parade of little bugs was such that I just had to skip around that in the code. 

Another feature that got skipped was item interactions. In the old games a significant feature was throwing items. Sometimes it got a bit repetitive with endlessly throwing/picking up rocks to batter enemies, but I wanted to add a bit more complexity so that items didn't just interact based on weight. For the usual roguelike potion identification game I wanted a variety of potions you could test by chucking at enemies. Unfortunately, complicated potions aren't in the build either.

The aim of 7drl is build a completed mini game but this is definitely more in the nature of a janky prototype. I love the idea so I hope to keep coming back to the project to iron out bugs and properly implement these features. 

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