Very cool!
superobot1
Creator of
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Thank you a lot for the post!! I'm really glad to hear you've enjoyed Skyship Raiders and checked it out again 😊
I totally agree with you, I think it has a lot of potential as an idea even if on the flipside it does require a pretty hefty amount of balancing improvements, some changes and new additions to the game to get there. I'm currently taking a bit of a break from it to focus on some other projects of mine, but I'm proud of this game and it'd be cool to jump back into it with renewed energy at some point in the future.
Thank you so much for the kind words and for checking it out! It really means the world :D
The downloadable "special dev version" is even more polished (will probably upload it as the main game in the future!)
Also - if you want to get updates about this project you can follow me on itch.io! I plan to keep working on this game and re-upload an improved version in the next few months as its own page maybe (':
Very cool game.
Design wise, it feels like there are less meaningful options when you don't have equipment that reveals tiles, but otherwise I really really enjoy this kind of risk & reward and I like how can go about opening the map and decide where to continue / when to call it quits. Mechanics add to the atmosphere of the game a lot. Great entry!!
Never expected traditional roguelike + snake to work so well but I ended up enjoying it quite a bit!
I somewhat struggled with the flight controls and the isometric angle which makes depth perception a bit tough (or maybe I'm just a very clumsy dragon), overall a fun and polished experience.
Didn't realize the levels were procedural, I thought they were hand made until reading the roguelike elements description on this page
Hey Kozure Okami, thank you for the kind words!! I'm really glad you liked the game.
Thank you for the bug report, I'll planning to look into the bugs you mentioned and try to fix them, and also add clarity on how stuff like sneaking and other more hidden elements of the game work. I kind of want to expand the game a tiny bit before deciding if I want to keep it as is or make something more out of it.
The original idea was that when you get past the 5th Island (for the jam version) you'd get a story result for the character/s based on the amount of treasure you have, but I ended up running out of time so you just see your total treasure score (ran out of time on the UI too, I really wanted to design a great UI but I had no time for it!)
I marked it as a failure because I had some game breaking bugs when I had to submit it in the 7 day deadline but I'm glad I got to test out this idea I had and that some people have enjoyed it (':
Felt a bit lost at first but thoroughly enjoyed it once I got the hang of it!! Some things could be more clear like knowing which weapon is better but the mechanics lend themselves well to a genuine dungeoncrawling experience where you have to balance health, food, inventory and terrain traversal
Loved the health regeneration, saved me from death more than a few times!




















