Madcrawl (alpha build) - "Traditional" Roguelike

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Gunroar:Cannon()
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Madcrawl (alpha build) - "Traditional" Roguelike

Post by Gunroar:Cannon() »

Please help me test my traditional roguelike (just a tutorial so far) so I can fix any small quirks now. I want to give as little info as possible to see how you guys like it. :3
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The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
SugarRayLua
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by SugarRayLua »

@Gunroar:Cannon(),

Initial impressions very positive! I like the somewhat unique quirky vibe of your roguelike. Runs well on iOS mobile (iPad). Still trying to figure out though what all is going on as I play... will give more feedback after figure more of it out. 👍😊
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GVovkiv
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by GVovkiv »

Seems fun, tho I don't understand almost nothing about what happening, lol

Anyway, seems that items didn't get properly removed from inventory after usage, and if you will try to use again item that supposed to be removed, you will get error:

Code: Select all

Error

nest/creature.lua:1727: attempt to index local 'item' (a nil value)


Traceback

[love "callbacks.lua"]:228: in function 'handler'
nest/creature.lua:1727: in function 'reloadWieldPos'
nest/creature.lua:1944: in function 'wieldItem'
nest/map.lua:3925: in function 'itemPopUp'
nest/map.lua:2864: in function 'r'
toybox/libs/gooi/gooi.lua:905: in function '_released'
toybox/libs/gooi/gooi.lua:865: in function 'released'
toybox/entities/Room.lua:1254: in function '__mousereleased'
toybox/entities/Game.lua:228: in function 'mousereleased'
toybox/LGML.lua:390: in function <toybox/LGML.lua:389>
[love "callbacks.lua"]:154: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
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Gunroar:Cannon()
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by Gunroar:Cannon() »

I'm sorry about explaining so little in way of controls, etc. But I want to see how easy it is to learn the controls from experimentation (it's also heavily mouse based though). So far seems easy to learn at least.
SugarRayLua wrote: Fri Feb 16, 2024 6:48 am @Gunroar:Cannon(),

Initial impressions very positive! I like the somewhat unique quirky vibe of your roguelike. Runs well on iOS mobile (iPad). Still trying to figure out though what all is going on as I play... will give more feedback after figure more of it out. 👍😊
Thanks, I worked on it on mobile a lot so I guess it would run well there (though still meant for PC, but who knows).
And thank you for the promised feedback :3

GVovkiv wrote: Fri Feb 16, 2024 8:52 am Seems fun, tho I don't understand almost nothing about what happening, lol

Anyway, seems that items didn't get properly removed from inventory after usage, and if you will try to use again item that supposed to be removed, you will get error:

Code: Select all

Error

nest/creature.lua:1727: attempt to index local 'item' (a nil value)


Traceback

[love "callbacks.lua"]:228: in function 'handler'
nest/creature.lua:1727: in function 'reloadWieldPos'
nest/creature.lua:1944: in function 'wieldItem'
nest/map.lua:3925: in function 'itemPopUp'
nest/map.lua:2864: in function 'r'
toybox/libs/gooi/gooi.lua:905: in function '_released'
toybox/libs/gooi/gooi.lua:865: in function 'released'
toybox/entities/Room.lua:1254: in function '__mousereleased'
toybox/entities/Game.lua:228: in function 'mousereleased'
toybox/LGML.lua:390: in function <toybox/LGML.lua:389>
[love "callbacks.lua"]:154: in function <[love "callbacks.lua"]:144>
[C]: in function 'xpcall'
Ahh, yes. Gvovkiv!! You're a Saviour! These are the exact types of things I need. Thank you. (And yep, this is that "big" thing I've been working on, though I did hide most of the actual content :) )

Though it's a weird bug that hasn't happened to me before, I'll check it out.
Please try to play more to see if any more bugs are discovered :cry: (Though it's ermmm... relatively bug free and the "tutorial" is able to be completed.)

It's a turn based game. Kind of like Pixel dungeon. :rofl: What exactly makes little sense?
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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togFox
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by togFox »

Have to tap key twice to start the game. Can I tap just once? The constant droning noise in the bground? Does it ever stop? Left handers don't use WSAD. It seems turn based but hard to tell. My friends move too far ahead and I've lost them. The 'chat' log is at the top but my character is centre of screen. Suggest the text appears below the character at first - so you see it - as well as in the log. Why screen sometime red, sometimes yellow, sometimes grey?

No bugs so yay!
Current project:
https://togfox.itch.io/backyard-gridiron-manager
American football manager/sim game - build and manage a roster and win season after season
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Gunroar:Cannon()
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by Gunroar:Cannon() »

togFox wrote: Sat Feb 17, 2024 9:07 am Have to tap key twice to start the game. Can I tap just once?
Ahh. That might be a bug. Is it before or after a quote shows up.
The constant droning noise in the bground? Does it ever stop?
That's the heartbeat ...? :) :cry: It's supposed to be the heart beat of your HP bar. Is it too fast and/or annoying?
Left handers don't use WSAD.
I thought I put allowance for using arrow keys
It seems turn based but hard to tell.
For real, it's that hard to tell. Any ideas to make it clearer? :cry:
My friends move too far ahead and I've lost them.
I know they move pretty fast. Though the way they're going is ...obvious? (is it?) And it's also pretty easy to catch up, no?

The 'chat' log is at the top but my character is centre of screen. Suggest the text appears below the character at first - so you see it - as well as in the log.
Okay, like a notification/cry like thing next to he character. Like dealing damage in Diablo or Vampire survivors. That pop up like thing?
Why screen sometime red, sometimes yellow, sometimes grey?
Lighting :|
No bugs so yay!
Yay! :3 :cry:

Thank you for all the finds. Please (please :cry: ) try and play more despite all the inconveniences. I really can't do this part of the dev without all you guys :3

(Just found an error caused by pressing escape during game :rofl:)
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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Gunroar:Cannon()
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by Gunroar:Cannon() »

New Update: https://hmmmgames.itch.io/madcrawl
(Sorry, I tried but uploading the love file here isn't working for my >30MB file :cry:)

Please, can you (yes YOU) help and playtest it. :3
I really need the feedback.

Though I came on a weekday. That's my bad. I'll prompt again on Saturday.
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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togFox
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by togFox »

Since you said 'please' I'll give this another shot when I return from vacation next week. :)

Any release notes for this update?
Current project:
https://togfox.itch.io/backyard-gridiron-manager
American football manager/sim game - build and manage a roster and win season after season
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Gunroar:Cannon()
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Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by Gunroar:Cannon() »

togFox wrote: Wed Apr 03, 2024 1:30 pm Since you said 'please' I'll give this another shot when I return from vacation next week. :)
Thank you :cry:
Any release notes for this update?
Ermmm...there's a readme.txt in the windows zip? (Love2d can still run exe files as love files I believe). I don't really know how to make release note :P. I ... Tried to fix the problems addressed above (though I don't think all, such as lighting).
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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togFox
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Location: Brisbane, Oztralia

Re: Madcrawl (alpha build) - "Traditional" Roguelike

Post by togFox »

I try to publish a simple bullet point list of things I fixed and things I know I didn't fix (known issues) so my fan base will know what to expect with each download. You can see how very simple this can be on my itch.io page (dev log) available in my signature.
Current project:
https://togfox.itch.io/backyard-gridiron-manager
American football manager/sim game - build and manage a roster and win season after season
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