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NorthStateGames

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A member registered May 21, 2014 · View creator page →

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Enemies only know where you are if you're within a certain range. While they do get tougher as the game goes on, scrolls instant kill a random enemy and potions will revive health, so stock piling them early helps on the latter levels. 

Thanks for playing and for the feedback!

Really loved the shore to sea mechanic. I think you could definitely build a larger game out of this one going forward!

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Love the game! Super fun, probably the most fun of all the 2024 entries I've played. Setting up near the river with electric fences really lets you unload bazookas none stop. Won in Hope mode on my third try, 322 zombies killed. Would love to see a leaderboard for that mode! Great simple tutorial, impressed you were able to include that in the 7 day challenge. 

Love the aesthetic! Wonderful little screen shake and graphics, great coffee-break game. Keep up the great work!

I enjoyed the sword sweep and different combat mechanisms in the game. Great job!

Thank you for playing it and the feedback!

The text bug has been driving me insane. So I've been working on it and spent WAAYYY too much time during the jam working on fixing it too. It's my first real game in JavaScript.

Already working to expand it :) There's a whole world I'm trying to explore in this game, just hoping to have a much larger updated version that'll be coming out!

Love the unique spin on a Roguelike, probably the best I've seen this jam.  Great graphics and I love the Godot engine. Wonderful job!

Great execution. Really enjoyed playing this. Super well thought-out! 

Beautiful graphics and love the ingenuity. Great work!

Love the graphics, really interesting take on the gameplay, so great to see something unique! It was clear to me where my HP was but I made it to Day 3 and enjoyed experimenting with the different rails!

Scrolls will destroy any enemies on the map, so they come in useful when you reach the "Boss" level or if you get in a bind. I wanted the items to "drop" from the enemies, so had the game just choose a random tile around the enemies, but could see why it'd make sense to drop on the same time as the enemy.

Thanks for playing, appreciate the feedback!

Love seeing more Browser based Roguelikes! Looking forward to playing soon!

Mere minutes to spare but I was able to close the game loop and submit a finished game. While it has less content than I wanted, I'm glad I could get a complete gameplay loop and submit. Will definitely work on it post-jam and update with more enemy variability and lengthier gameplay. Good luck to everyone else!


Love the look of this, incredibly excited to play it. 

Agree the out of the box stuff in ROTJS is great. I nearly went with that for the jam myself. 

Getting the real game feel in now, levels have meaning, still working on enemy variability and a final boss, so hoping to implement both of those aspects before submitting tomorrow. Thinking that audio will be too much of a stretch to incorporate though, so I've cut that and the tileset I was going to implement.

Been way behind because of work but I've chopped up the original design and have a path forward but will need to work diligently :/

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Halfway through Day 2 and while I'm not where I hoped I'd be, it's finally starting to look a lot more like the game I have in my head. Dynamic waves crash around you (walls) and you walk on ground that is sand colored, as the whole game is supposed to take place on small islands (think WaterWorld type setting). Required re-doing a lot of the base drawing code from the RL engine ironically enough, but now we're past that!


Awesome premise.

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I spent the week before the jam trying to build out a basic Roguelike Vanilla Javascript one page engine. While it isn't finished, it had most of the basics I'd need to create a game this week. The premise for my game is actually going to be a formerly 20,000 word book I had started back in 2016. I feel like as a video game I'll be able to convey a lot of my ideas in a more structured manner than I could've in a novel, so really looking forward to implementing that into a game!

So far I've worked to enhance the "fog of war", as that was an aspect I was missing. After the first hour, I've got it implemented into the game to a level that's satisfactory.


So I'll call my first hour out of 168 a success so far! I think my next step will be to implement NPCs that can issue quests. 

Basic NPC logic and spawning implemented, as seen below with the "C". Now I just need to figure out a way to ensure they aren't blocking passages/stairs.


Well, it's 10:40pm here and I stayed up until 3am to watch Dune Part 2 late last night. Calling it quits for Day 1, but I got NPCs to randomly walk around the map and a good list of names for them too. Plus I have one NPC spawned with a specific name to be the primary provider of the main quest, so pretty happy with progress so far. I also have a rudimentary tile system in place so I can quickly shift between ASCII and a tile based system if I have enough time later in the jam to fully flush that out. 

This looks beautiful. 

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This looks beautiful already! Love the Cogmind feel!

Thank you! Let me know if there's anything specific you'd like me to work towards adding that's not currently there.

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I had been tinkering with an old vanilla Javascript engine I had started years ago while killing time on lunch breaks. Dusted it off a few days ago and have been aggressively working on bringing it up to speed and adding features so it can be ready for this year. Pure vanilla JavaScript Roguelike Engine, similar to Jeremiah Reed's awesome Broughlike tutorial, but structured to make a more traditional Roguelike.

That's awesome. I used GMS2 for my 7DRL two years ago. Agree, that FOV and pathfinding with turn based are definitely the difficult aspects of using GMS.

Cool game, but couldn't figure out where to go once everything started to flood. 

Wonderful asset. Do you do commissions?

Hey everyone! I submitted one 7DRL a few years ago but it was rushed and simplistic. Looking forward to this year's jam and would love to know what engines or lack thereof everyone is using!

I'm planning on using Rot.js but am not 100% sold. Will decide in the next few days myself. 

Would love to use GameMaker for this jam and was hoping to use the GM file referenced in the resources by  @Trixelized. Scrolled through the Twitter feed though and looks like it's gone. Does anyone have a link?

Would love to know how sales have gone since! Android is showing 1k+ downloads on the Google Play Store. 

haha oh man. So many great things that would be fun. Modern style building interior/exterior, sci-fi spaceships interior, sci-fi planet, swamp, desert, ice.

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Love the asset pack, beautiful sprites. 8x8 assets need more love! Keep up the great work! 

Incredible job. Well done. This may be the best thing on Pico since Celeste!

I can vouch for Soulash 1 working on Linux via Proton in Steam.

Love the pdf, awesome expansion to the base game! Wonderful job and wonderful world!

Awesome game, very thoughtfully done!

Love the game, happy to see more Broughlikes hitting Pico8!

Stoked! Is there still intended IOS/Android support after the 1.0 release? Mobile COQ would ruin my life and I'm looking forward to it.

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Just downloaded and tried to run and it's working fine for me. Are you running GMS2? This project is for GMS2.