
The Thief Stealer Robberies
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
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An Evil Wizard has cast a spell on you that will cause you to explode in just 10 seconds! He'll postpone your doom if you work for him to steal the research of his rival wizards.
Beware, for the abode of a wizard contains many traps, but also plenty of gold that you could pilfer on the side...
Controls: Arrow keys. Use the spacebar to get past some of the menu screens. Would have liked to have implemented mouse / touch input in time, but...
Hints: there are about 3-4 paths to get to the main treasure (in time), although I won't spoil how to get through some of the...obstacles...
Notes: there are a ton of things that I would have liked to have added, in particular random map generation, limited sight, touch input (for mobile), more traps, and so on. I'm a bit too slow to get all that done for a compo, however.
Technical Notes: if you would like to compile from source, you'll need to stick a bunch (five) of gdx-...-.jar files into /libs/. I'm not sure if that really needs to be in the source file (adds 5-6 mb), but you can find the library jar files in the Cross-Platform Jar download. Or grab them from libGDX's nightly files or whatever they're called.
Tools Used: Java, libGDX (lwjgl) for code, MS Paint (!) and GIMP for images, and bfxr and Audacity for sound.
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UPDATE:
I wasn't satisfied with the version that I made for the competition, so I kept developing it and have linked a Post-Compo version that's substantially closer to what I had originally intended to make. It's a bit glitchy and generates unwinnable maps on the rare occasion, but I'd still like some feedback on it, if anyone is willing to spend the extra time.
Please try and judge the original compo version first, naturally. It took me something like half a week to develop the random map generator (first attempt at one), which I obviously wouldn't have been able to do in time.
Beware, for the abode of a wizard contains many traps, but also plenty of gold that you could pilfer on the side...
Controls: Arrow keys. Use the spacebar to get past some of the menu screens. Would have liked to have implemented mouse / touch input in time, but...
Hints: there are about 3-4 paths to get to the main treasure (in time), although I won't spoil how to get through some of the...obstacles...
Notes: there are a ton of things that I would have liked to have added, in particular random map generation, limited sight, touch input (for mobile), more traps, and so on. I'm a bit too slow to get all that done for a compo, however.
Technical Notes: if you would like to compile from source, you'll need to stick a bunch (five) of gdx-...-.jar files into /libs/. I'm not sure if that really needs to be in the source file (adds 5-6 mb), but you can find the library jar files in the Cross-Platform Jar download. Or grab them from libGDX's nightly files or whatever they're called.
Tools Used: Java, libGDX (lwjgl) for code, MS Paint (!) and GIMP for images, and bfxr and Audacity for sound.
-------
UPDATE:
I wasn't satisfied with the version that I made for the competition, so I kept developing it and have linked a Post-Compo version that's substantially closer to what I had originally intended to make. It's a bit glitchy and generates unwinnable maps on the rare occasion, but I'd still like some feedback on it, if anyone is willing to spend the extra time.
Please try and judge the original compo version first, naturally. It took me something like half a week to develop the random map generator (first attempt at one), which I obviously wouldn't have been able to do in time.