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Starborn Interactive

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A member registered Sep 03, 2018 · View creator page →

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Why was my submission disqualified? I didn't even receive a warning or any explanation about it.

A realistic and complex stock market simulator.   


Hello! This is a surprisingly fun game, and I find it strange that it has received so little attention. It has clever mechanics, and I liked the dog as a partner. I'll play it again later and try to go further.

Oh, I'm also participating in the JAM. If you don't mind, could you give some feedback and rate my game too?

Rate The Dwarven Trail by Starborn Interactive for roguetemple's Fortnight 2 - itch.io

Now you can play right in the browser.   

What's your operating system? Unfortunately, this program only works on Windows.

That's definitely a combat mechanic quite different from the usual. I haven't gotten the hang of it yet and keep dying constantly. Do the classes have significant differences between them?

Well, I chose the Illusionist class and died very quickly. I still haven't figured out how to attack enemies, and I haven't learned the game's mechanics yet. I'll keep playing and come back later with more thorough feedback.

Thanks for playing. Unfortunately, I wasn't able to implement the thief's special combat abilities in time for the Jam. You're right about the quality of life. The game was made to replicate, as closely as possible, the way things were back in the 80s. However, in future versions I do plan to fix that! Thank you so much for playing and for your feedback.

Your game is next on my list. I'll play it, give feedback, and rate it. I'd appreciate it if you could do the same for my submissions.

/jam/roguetemples-fortnight-2/rate/4960006

/jam/roguetemples-fortnight-2/rate/5012765

Thanks!

I see. It turned out really well. I invite you to try my projects in the Jam: Gates to the Depths and Dwarven Trail.
https://starbornint.itch.io/gates-to-the-depths-2-dungeon-of-kahardor
https://starbornint.itch.io/the-dwarven-trail

The player creates and manages a party of up to six adventurers. Each character belongs to one of seven races (Human, Elf, Dwarf, Gnome, Halfling, Half-Elf, and Half-Troll) and can transition between ten different classes. The party can then venture through the gates into the depths, exploring 9 levels of a dungeon filled with monsters, traps, and treasure.

https://starbornint.itch.io/gates-to-the-depths-2-dungeon-of-kahardor

This is the first game from the Jam that I've tried. I liked it. The gameplay is simple, but fun. I was particularly curious about the coding... 

Isto foi divertido.

Do the rules allow more than one submission?

I have a fairly simple project and I believe I can build it in two or three days, in time to submit to the Jam. Besides my main project, can I submit this other project as well? That wasn't clear in the Jam rules.

Allowing characters to be renamed is a great idea!

Once again, thank you so much for playing! I'm glad you're enjoying it. I welcome suggestions — in fact, I'm always happy to receive them. I plan to keep improving this game!

Hello my friend Brain! It’s great to see you again. Ambush and Hide were removed before the project submission because they were causing some annoying bugs, and I needed to submit the project before the deadline since I wouldn’t have time to work on it in the next few days.The Thief’s Defense has a higher AC bonus than other classes.But I believe there aren’t many bugs left. If you find anything else, please let me know. I hope you’re enjoying the game.


The first version of this game was made for last year's challenge, achieving a satisfying sixth place in the fun category. This year, I decided to try something more complex, creating the second chapter of this adventure, Dungeon of Kahardor.
Although it may initially look like a Dungeon Crawler, almost all of the gameplay elements found in traditional roguelikes are present, such as permanent death, procedurally generated dungeons, and a high degree of randomness in item generation.

GATES TO THE DEPTHS 2: DUNGEON OF KAHARDOR


The Gates to the Depths 2 will be a much more exciting, fun, and complex game. This is one of the enemies I’m designing.

A simple thank‑you for the valuable feedback on the first version!


I’m also really sorry for taking so long to reply. Work and family have kept me completely away from everything over the past few days.

I worked very intensely on this project, and because of that it might feel a bit complex for a jam game. Still, I’m really happy you gave it a chance, and your feedback and support are greatly appreciated.

Thank you again!

Man, thanks for sharing. This site is sensational/awesome. I've played Wizardry for more hours than I can count. And as for version 1.9, I'll be publishing it this week, even though it doesn't have many new features

I've had little time to program these past few days. My wife and children demanded a lot of my time this past week. But I managed to implement a two-handed weapon system, which will be one of the new features in version 1.9.

Each room is randomly seeded with a monster, treasure, a trap, or will simply be empty. The content, however, is randomly generated only when the player enters the room. My limitations as a programmer didn't allow for anything better than this for now.

Well... That shouldn't happen. I will investigate.

Invisibility functionality has not been implemented yet. The idea is that some monsters can only be attacked if the 'See Invisible' spell (also not yet implemented) is active.

Found the issue! There was a routine that cleared data after death, including the console text. This has been fixed for version 1.9.0. Thanks for the heads-up!

I must admit I didn’t quite understand what happened here… but the visuals are stunning!

I think I forgot to clear the stun after reaching the surface level. Usually, it's programmed to end after a battle. I'll implement this fix in the next version. Thank you for all the feedback. Today, I published the game in a Facebook group and got 30 downloads and a lot of positive feedback. As a thank you, the next version will feature an enemy called The Lame Brain.

This issue regarding item selling is a "problem" I am aware of. I still haven't figured out how to solve it. The most obvious solution involves changing a structural part of the code that I should have handled differently at the start of the project. But I have faith that I'll find a way to resolve it.

The Bestiary only works in the dungeon. It doesn't work in the shop. I plan to fix this. I have redone the entire bestiary. Tomorrow I will post version 1.7, and it will have many bug fixes.

You are absolutely right. English is not my native language, and I always had problems with Intelligence and Strength :I

Hmm... That's curious. I was just about to post version 1.7, but I guess I'll try to fix this bug first. I suppose that's why they're called bugs—they multiply like, well... like insects. Thanks for all the testing. Because of it, I believe I'll have a fully functional version 2.0 ready soon.

"This game is going to get a perfect score for innovation because... Well, heck, in it I'm an Ogre! It's not every day we get to feel this way. Good entry for the challenge."

I kindly ask that you also evaluate my project

"This game is going to get a perfect score for innovation because... Well, heck, in it I'm an Ogre! It's not every day we get to feel this way. Good entry for the challenge."

I kindly ask that you also evaluate my project

That was indeed a bug. Tomorrow, I should have version 1.6 available with this bug fixed, among others I found, especially related to those darn magic wands.

And thanks for your involvement. If you'd like, I can put your name in the about section as the main beta tester.

Thanks for the enthusiasm about my game! 

Thank you very much!

The thing is, the Bard wasn't in version 1.4, but I've already uploaded the new version, 1.5. I fixed the bug that would restart the game after ending a run.

I also wrote a new version of the manual.

Beautiful visuals, but I missed some strategic depth.

I think I'm doing something wrong. I can't get out of the first room...

Small correction: when I said “BASIC” I meant the BASIC family — I’m actually using Visual Basic 6 (VB6) on Windows. It’s the classic late-90s/2000s RAD IDE. I compile with the built-in VB6 compiler (usually “Native Code”) and stick to the standard controls/runtime (no external libraries).