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I've been programming games professionally for 4 years and doing hobby games for a few years before that (you can check out an earlier game I posted here 4 years ago here: Indiedb.com). There is Only Power took about 2 years of work (as a side project). Most of that time was mechanics iteration because it's tough to predict what'll be fun before you start making it. I do most of my work in Unity and program in C# primarily.
If you have a programming background, Unity is a great engine to start learning game development. If you don't, check out Game Maker. Many people who weren't programmers before have made excellent games in Game Maker (including the first version of Spelunky). Feel free to message or email me if you have any other questions.
Very glad you like it!
I think this will be the almost final release. I'd like to fix bugs and maybe make a few changes to help clarify some things people are getting confused on (though I think adding a save feature is too ambitious at this point, sorry). I'm proud of this game, but I'd rather spend time making more games like it and I'm not sure if there's much more room to expand this without its already delicate balance spinning out of orbit. Thanks for the encouragement though, it's greatly appreciated!
Hi Ersan, I think a lot of these suggestions are sound and I'll try and address them going forward. I just did a hotfix to address the more egregious ones.
Power Scrolls now scale based on player LEVEL rather than an attribute. The goal is to force the decision to whether to wait late in the game for a higher benefit or consume immediately, but there are too many factors that affect the players attributes that make it heavily abusable. Thanks for pointing that out.
Also now if a witch alchemizes with an elite item, the elite item will ALWAYS be consumed (if one of the items survives, it's always the non-elite item). Your concerns about the power growth of witches are totally valid and something I'll try and address more in a later patch. I'm thinking something with magic resistance on certain mid and late game enemies to make them more dangerous right now.
Finally, I fixed the fire trap wand effect to be deleted on floor ends. Tell me if you still think it's overpowered. The negative of it is supposed to be that it also hurts the player, the benefit is that it lasts for as long as you're on the floor.
These changes are already in affect in the webversion and I'll put them into the windows and mac version shortly (but it usually takes a day or two for the download approval process).
Not much of a web guy so I'm not sure what the best solution is (though I'd prefer to not spend more money if possible). For me, the download is about 10-15 seconds so it may be on your end (the whole file is about 20 megs). Once you get it, though, your browser should cache it for subsequent visits so it should be faster later.
Hack, Slash, Loot and Through as well as Realm of the Mad God all drew from the same art set, so I can understand the confusion. It's some open source art made by Oryx for the Assemblee Pt. 1 competition over at Tigsource.
Oh hey I didn't know people could comment here! Sorry I missed this before. Basically what happened was I got promoted at work and Through fell by the wayside, then things went dire at work and I've decided since then to port Through to the Unity engine because I was really unhappy with how nasty my personal engine got. The Unity version will hopefully be finished in about 2-3 weeks, then I'll probably do a series of gameplay patches on that and an open-source release. Then I guess we'll see.
Thanks! Hope you keep following, I plan to keep adding and fixing junk in this until I run out of ideas.
Halfway through the next patch I got into another game idea. Been distracted by that and work, but I plan to finish off at least one more substantive patch when I get the time to do it.
I wish I could help you. You're not the first person who has had that problem, but I have no idea what's causing it and I don't have access to a computer it doesn't work on so I'm not quite sure how to fix it. I'm sorry.
Oh, and yes, I did lower the art resolution to match the resolution of the rest of the art. It is less detailed than previously, but I think the overall aesthetic is maintained better now. A lot of the UI elements are still a higher resolution and I'm hoping to knock them down to lower-res art as well at some point.
Yeah, I'm there with you. The Archer isn't turning out as archer-y as I like. In my current build, I have him starting with 50 arrows and getting 10 arrows per conversion rather than starting with 30 and getting 5. I wanna play with it a bit more before I call it good to go, but I think it'll probably be about right.
My current plan is to roll out a patch with balance changes to all the classes and races as well as add a few more classes in about two weeks. Hopefully I can get all my work done in time, but it may end up getting delayed a week.
Yup, that's definitely missing colors. I will look into this when I get some free time (not until at least tomorrow night). I'm not sure why those wouldn't work, it's just setting a color in OpenGL. I suggest you check your video drivers are up to date.
That's a bug. Sorry about that. I'll issue a patch to fix that soon.
It's running fine for me. People have had trouble with executables I've put out in the past and I haven't figured out what's going wrong because I don't have access to a computer it doesn't work on. I'm sorry.
Sorry this is so belated, I had to do some of the work to get an idea of when I might actually be done with it (I recently got a full-time job so I'm trying to balance working on this with that). The next update will come out next weekend most likely.
I keep procrastinating working on the next feature update, but hearing that people like it enough to try and spread the word is definitely inspiring me to get it done.
Hey!! You said the exact same thing last month! Well if you're repeating yourself I'm going to just copy-paste my previous response :)
I don't know of many Roguelikes that employ AI allies other than Shiren the Wanderer, and I'm not a huge fan of their role in that game (they seem to be there primarily to offset how luck-dependent getting through the first few floors is). If I come up with an implementation that I think will elevate the gameplay, specifically elevating the turn-to-turn decisions the player is making, then I will definitely consider implementing it. If you have a more detailed suggestion on how they might fit in, I'm all ears.
I'm also running Win 7 64 bit and getting 30fps consistently (which is what the framerate is capped at). I just made a change to how the pathfinding system works that should make it much faster, hopefully that will improve your framerate. It's been uploaded, but uploads usually take a day to get verified by IndieDB before they are added, so please check back tomorrow and see if the new build (v1.31) helps at all.
There is admittedly very little optimization in the code. I built it on a pretty high-end Alienware laptop and have focused on getting the framerate consistent on that.
If it's chugging, it's likely not the graphics causing it. I had to do a bunch of optimizations to the AI to make things run smoothly, and the AI may still be chugging the game. I'm not sure why you would specifically see framerate issues with the menu, however. I'll look into that and see if I can find any problems with it.
Some people appear to experience compatibility issues that I assume are related to drivers for their sound/video card. That may explain why the game is chugging on the menu for you, why it's not working on your netbook, and it may also explain why you aren't hearing sounds (there is a sound effect for every action in the game and each tileset has its own music associated with it). I haven't been able to find a computer that it doesn't work on that I can personally test my code on to find and resolve that issue, so until I do I'll have to just apologize for it not working correctly on all systems and suggest you make sure your drivers are up to date.
The art resolution is consistent between items and characters now, that screenshot is old. The only video is really outdated as well. The lack of screenshot/video updates is due to my stupidity and laziness, as well as lack of time. Hopefully I'll get some up to date screenshots up soon to use for future news items.
Unless you mean the actual buttons have a different resolution (like the map and character button). I hadn't really thought of that as an issue, but I guess if it's bothering people I can look into changing them.
Glad you like it! I definitely have content updates in mind. I hope next week to do a big rebalance with a new feature to make Intelligence based heroes stronger.
After that, I'd like to add more floors (30 floors is the goal), new map types, new enemies, new classes, and redo a few of the more boring classes. That's all a ways away, but it's coming. Multiplayer would be really difficult, if I attempt it it'll be quite a while till I get there.
Oh shucks! That's a pretty big bug :). Thanks for the spot. I'll get that cleaned up in the next patch.
A fix for this is incoming. The file is currently in authorization. Thanks for the bug report and video!
Sorry, I mean copy/paste the save FOLDER over.
The bug you are describing was fixed in version 1.2. I just double checked and cannot replicate it in version 1.2, so I assume you just need to download the latest version. You can copy/paste your save file over to the new version if you want to maintain your highscores and save data.
Darnit. Every time I fix a bug four more seem to pop up in its place! Let me just double check, this only happens when you full screen the app, right? if you continue playing it windowed it shouldn't happen. Is that your experience as well?
I will get this fixed and out with the new build.
If you're basing this on the image, the items in that from v1.1, and 1.2 has items with the same resolution.
I don't know how to do that, and it would be hard for me to test without a Mac. However, I plan to release it open source sometime in the nearish future, so someone with the knowhow may port it over.
Hey, potato, what class were you playing? I can lower the noise of the special ability, but most classes have different sounds for their special ability.
I'm hoping to resolve all the other bugs in the next patch.
Ah, nice bug find, I will get that fixed up for the next patch. I am actually hoping I will get enough time to do an interesting boss fight at the end of the game, but making a boss fight interesting when the gameplay is so heavily focused on dungeoneering is going to be difficult, so I'll get one in if I can make it work.
I'm sorry, I don't recall deleting any comments. If it was on a previous version download, I deleted it because I didn't want people getting confused and accidentally downloading old versions, it had nothing to do with comments.
I'm not currently planning on it. At present, the game relies a great deal on mouse-over for information. I'm not sure how to get that same info across through a touch interface
Yeah, sorry, that's a bug in the downloadable version. Happens whenever you run out of arrows. I fixed it in the web version and will patch it into the .exe soon.
The item in the corner is a bug that I haven't been able to track down. It's been happening for a long time, but I'm not sure what the root cause is.
I did build the game with a mouse centric control scheme because that's how I play it. I'll try focusing on keyboard input in a later patch (seems like it would be better for netbooks and players on the go).
Beginner difficulty is intended to be exceptionally easy, allowing people to learn the mechanics in a safe-ish environment. My hope was that people would beat it with minimal item use. I do suggest trying the next difficulty up if you thought it was too easy. Tough is a big step up in difficulty level. If you get a chance to play a higher difficulty, I'd love to hear what you think.
Whoops! Guess this image didn't need authorization! The download and news report about the new version are in authorization now so hopefully people can be playing it soon :).