Heroic Fisticuffs!

Here's a place where I talk about games, applications, websites, and other things that I make for fun. Mostly roguelikes. And robots. Since my domain is hard to spell you probably came here on purpose.

Dungeon Dual is back!

Dungeon Dual is back online! This was my 2014 7-Day Roguelike and probably my most popular successful 7DRL to date.



Unfortunately I lost the domain and a lot of the web pages for some of my old games earlier this year due to myself being a dummy. I was able to bring RoboCaptain and Heavy Axe back online relatively easily.

Since it has co-op multiplayer, Dungeon Dual was a little trickier. It's also entirely written in CoffeeScript, which I have not touched since switching to TypeScript a few years ago. There's also a WebSockets server that handles the back-and-forth between the two players.

In any event, after a long afternoon of hacking, the original 7DRL version is back online in all of it's... glory?

It definitely plays a bit rough, but I must say I was rather surprised at how fun it was. It was cool to see a lot of that old gameplay working again. (like banish! which is still insanely overpowered)


Version 0.55 - Tutorials and More

I've put the latest version (0.55) of Warning Call here.

The bulk of my time has been spent building a tutorial level. It's not done yet, but it's accessible from the start menu. More to come here - I've never written a tutorial before so it's an interesting challenge. All of the feedback I've gotten from the kind devs on r/roguelikedev has been helpful in seeing the game in a different light.

Major changes from the last version include:

  • Removed Targetbots (t) from the first level
  • Fixed bug where Empowering and Ammo-generating nanites would not allow power usages if you had zero charges.
  • Enforcing same hotkey press for powers & confirming target. This makes it easy to double-tap a hotkey when targeting quickly. This also allows you to return the Axe using the same key that you threw it with. (pro-tip: you can have more than 1 Axe power installed at once!)
  • Made sure Warp Beacons cannot be trapped behind impassable terrain
  • Gridbots (x) no longer get stuck in the wall when they explode out of a Xenobot (X)
  • Put the Power menu as the first line of the footer
  • Added the SEED # to the header (mostly for help in bug reporting, but eventually for game-sharing)
  • Spread out the guaranteed powers on the first level - the starting room was way too cluttered
  • Fixed mysterious game-crashing bug with 'empty' nanites spawning on the ground in deeper levels
Feel free to post comments, bugs, and feedback below, or on the reddit link above. Or e-mail me: todd AT (this domain).