Panacea

This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
community: 2.80
coolness: 0.36
fun: 2.23
graphics: 1.85
humor: 2.00
innovation: 2.17
overall: 2.46
theme: 3.00
My first Ludum Dare, and my first time using C++ and SFML to boot.

Controls:

SPACE - Interact.

ARROW KEYS - Move.

Panacea is a procedurally generated maze game, where the theme of discovery is demonstrated by the purpose driven exploration the player avatar must undergo to keep alive and win the game.

Everything was written from scratch, and nearly everything I wrote was new to me. Coding this game was quite an intense experience, with many dirty short-cuts that needed to be taken as the deadline loomed ever closer.

Corners were cut pretty early in day two, soon resorting to whole sides being lopped off the project by evening. My greatest regret is that I didn't get to add sound to the project.

I'm not expecting this game to be judged well, but the competition was an awesome personal challenge and hopefully my next LD will be of competitive quality. This was an awesome experience, and the guys in irc were a fun bunch.

Oh and for those that read the source: Forgive me my sins.

UPDATE:

Windows version created, the port required me to fix a stack over flow error. I have included a bug fix version of my original linux submission. Game play for all three versions of the game is identical.

Known Bugs:

- The maze generator breaks about 1 in 10 maze generations, and produces false walls. I would have hoped the bug was rare enough to not affect most peoples game play, but those it did affect assumed it was part of the discovery theme (it's a feature!)

- I left some console debug info in by mistake, which could help you escape a floor if only you knew the co-ordinates where you started.

- Rooms all look similar, not enough bodies etc. are all due to everything being generated by an unbiased random number generator. Bodies spawn with a 1 in 3 chance per room, and each room contains either a pick-axe, rail track, or crystal at a random orientation. I put that in a minute before the deadline, so it was very much a rush job. It does however look much better than the alternative of featureless black rooms.
Found a bug?
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