bygr – Success!

Screen Shot 2016-03-14 at 01.38.39

bygr is a squad roguelike in an abstracted low polygon world. You can play over at – it’s all JavaScript in the browser and the code is available to tinker with at (I make no apologies for some of the hackery).

As always, I didn’t get as far as I wanted, and the game balance is way off without enough stuff to do, but, stuff that went right:

  • Characters behave differently and some strategy/skill involved
  • Generally nice looking and varied environments
  • Progression with XP and stat upgrades
  • Easy to tweak/change enemies and behaviour
  • Underlying ‘engine’ feels pretty good, with AI, animation and UI – I’ll hopefully extend this some more

Stuff that didn’t:

  • Not enough strategy from the environment. Was hoping to add abilities to create/remove/move obstacles
  • Not enough variety/smarts from the enemies
  • No obvious link between stats and how it plays (there is one, but it’s pretty hidden)
  • Not enough animations/shiny effects to give more obvious feedback
  • No loot or upgradable abilities

I’d be curious to hear how others work on game and combat balance. 7 days is pretty tight to do much playtesting and I end up guessing my way with a handful of spreadsheets. Yet to get it right in any of my 3 7DRL attempts!

bygr – half way point

My attempt this year is ‘bygr’ and is a turn based squad game with rogue-like influences.

I’m 3.5 days through, by my calculations. Time for a quick screenshot and some naive optimism.

Screen Shot 2016-03-10 at 16.30.01

It’s pretty hard to tell from that image – but the game ‘engine’ is pretty much done. There are players, enemies, animation, UI, (rudimentary) abilities and turns. The player has a set of ‘friends’ that have energy and abilities. When they’re all done, the bad guys get a shot.

Next up is adding the surrounding screens and level progression, then the actual real characters and abilities, then the level creation. Leaving user interface and polish to the bitter end!