by chr15m on 11/8/24, 7:43 AM with 95 comments
by chr15m on 11/8/24, 7:49 AM
I built Asterogue over the course of a couple of months while I was bored on a break from work due to illness. The game was always built with web tech but I only released it on Android and Windows at first because that seemed to be the right way to release a game. Well I recently realized maybe the right way is the wrong way. Maybe this web thing really is catching on. So now I'm trying out a web release to see if I can make it easier for more people to play Asterogue. So far this is working well and the game is getting more daily players than it ever did as a native app, which I'm very grateful for!
For the web based version I am trying a new payment model. The original Asterogue was like most other games in that you simply buy it in the app store or on Itch and download the game. This time around I am trying a new experiment with this and instead of buying a downloadable binary, you can play the first few levels free in your browser and then you pay one-time to unlock the full game online if you want to continue. I think this strikes a nice balance for players as you get to try it out and only continue if you're actually into the game once you have picked up the vibe. I haven't really seen this done before with web based games so it's all a bit of an experiment.
This release also includes a bunch of fixes and new features based on feedback I received from players after the native version was release.
Anyway, I hope you enjoy my little roguelike game. Have fun!
by jbellis on 11/8/24, 2:39 PM
by kemotep on 11/8/24, 1:16 PM
Absolutely been enjoying it the past year.
by debo_ on 11/8/24, 1:14 PM
Couple nits:
I have no idea how I expected the browser back button to work, but whatever it did do surprised me a bit. During gameplay, it might be nice to have an "are you sure you want to go back?" before it exits.
I'd recommend running spell check on your in-game messages. I already saw "Weilding X" instead of "Wielding X"
I'll give it a further go.
by johtso on 11/8/24, 5:29 PM
My only comment is that it feels like there are too many items for the amount of inventory space.
There will be rooms completely littered with boots that you just walk past. Every time you see something interesting like a potion you have to first chuck away a pair of boots before you can pick it up and drink it.
by CatAtHeart on 11/8/24, 3:30 PM
by jamalaramala on 11/8/24, 5:06 PM
I started to walk around, picking things up. Then, I noticed a little "i" on the bottom left. I typed "i", and it opened the inventory. Very good!
Now, the "i" was replaced by an "x". I really expected that "x" would close the inventory... but it didn't. :-(
Unless the "x" letter is reserved for something important, it would be nice if it could be used to close dialogs!
by pmontra on 11/8/24, 6:44 PM
But when I drop something by clicking on the red X button, the item should drop to my feet and not become permanently lost. If the game can't stack items, it could go in a random nearby space. If there are no empty spaces, I can accept that I can't drop it. Oh, I didn't check if monsters can step above items.
by hmcq6 on 11/8/24, 8:06 AM
by bryceneal on 11/8/24, 4:32 PM
by cengen on 11/8/24, 1:14 PM
by philsnow on 11/8/24, 7:34 PM
- food clock is kind of arbitrary (I went four levels without finding any food), or else I'm just not diving nearly fast enough.
- game crashed when I descended from level 16
- the only difference I can figure out between various monsters are: some are stationary, some wander, and some chase you. I can't tell whether they all steal money from you or steal items or just some of them.
Fun overall, I'm happy to have paid the $5 just for the chiptune Holst.
by Rhapso on 11/8/24, 1:22 PM
by jcalabro on 11/8/24, 1:12 PM
by WesolyKubeczek on 11/8/24, 11:29 PM
It was quite unexpected that a hatchet is used up after you kill a monster with it and you need to go find another one. Same with boots/mitts, they somehow disappear, and Iām not sure they should. There is no descriptive message to know when exactly this happens, too.
by davedx on 11/8/24, 1:12 PM
by AriyanWasi on 11/9/24, 8:21 AM
Also, even other lightweight games like this that I've tried before sometimes stutter, or take forever to load in, this is amazing.
If I can ask what kind of tech stack is used to make something this smooth, and run on the web?
by j_crick on 11/8/24, 5:37 PM
Also, why the gear cannot be dropped and only destroyed? :(
by lairv on 11/8/24, 9:56 PM
by peteforde on 11/9/24, 7:24 AM
by Unai on 11/9/24, 12:08 AM
BTW, you might be breaking the Geneva Convention by using the red cross for the medkits.
by cassianoleal on 11/8/24, 1:35 PM
by gavmor on 11/8/24, 6:30 PM
On mobile, I'd prefer movement on the left, and inventory on the right.
by martinkallstrom on 11/8/24, 1:40 PM
by waihtis on 11/8/24, 3:11 PM
by swayvil on 11/8/24, 2:37 PM
Played it on my phone.
No minimap. Got lost. Starved.
Controls were surprisingly ez.
Catchy music. Good ui. Pretty graphics.
I dig it.
I assume that you are familiar with DCSS.
by imp0cat on 11/8/24, 3:33 PM
by IgorPartola on 11/10/24, 2:39 PM
by CodeWriter23 on 11/8/24, 11:03 PM
by blacktechnology on 11/9/24, 7:56 AM
by ktbwrestler on 11/8/24, 8:06 PM
by tunnuz on 11/8/24, 8:15 PM
by xivusr on 11/8/24, 3:37 PM
by JorJDSNR on 11/9/24, 12:04 PM
by atum47 on 11/9/24, 4:16 AM
by JohnDeHope on 11/8/24, 1:56 PM