Dauntless is intended to be a Rogue-like game which also draws inspiration from Gauntlet. You begin the game in a room with a special door. What's so special about it, you may ask? It's the only door that will let you out of this dungeon maze! It's also the only door that has been locked! The key is hidden somewhere in the dungeon - find it, bring it back to the door, and escape! (For this version I've made the Key's location known from the start of the game to help make up for the added difficulty of no Armor/Use Items)
Protip: You start with a weapon in your inventory. Equip it with the Use key! (C)
Key Features That Work: -Dynamic map generation -Snazzy HUD -Player Character who can do things! YEAH! -Functional inventory system -Dynamically generated Weapons! KYAA~! -Enemy Monsters who can kill you and be killed by you! -A working victory condition!
Key Features That Don't Work Yet: -Destructible Monster Spawners -Armor! Usable Items! -Level-Up system -Traps! -Variable movement speeds -Running attacks -A scrolling message area to tell you what's going on! -...and More?!
I really like the concept of a pure text-based game. The interaction with enemies were a little confusing though? Do I automatically attack enemies with the selected weapon? Or did me spamming the "inv use"-key have an effect? If so, why do i swap weapon and attack with the same key?
Very pretty. Good color choices and nice, soft font rendering. The look reminds me of Brogue which is one of the best looking ascii roguelikes I've seen. I like how you've done a radius of light around the player here.
A solid game! The ludum gloves are pretty awesome haha. Controls feel a bit clunky but I'm not a practiced ascii-roguelike player. I like how you implemented the inventory, and the line of sight stuff makes moving around the map look smooth. It's kinda unclear how strong the enemies actually are, and running away is also pretty much impossible xd
Pretty bare-bones at the moment, but works really well! I wish I could see some information on the enemies. Found a staff of the master-something (the name went off the screen) which decimated every enemy. Keep working on this :)
Hmm... needs more feedback for sure. At first I was very unsure about how to attack enemies, even though I am familiar with the genre. The inventory system, with equipping, swapping with floor, and holding items in inv is pretty confusing too. Why not have items just jump into your inventory slot, and give players the ability to put them down. Also, a message like "wow, a katana!? Baller!", and "you _*_*DEVASTATE*_*_ the xenomorph for 12 pts of damage" would be nice.
Nice rogue-like implementation though! I mean, with a base like this you could totally go any direction. Have you played any of the 7 day rogue-likes? Possessed, in particular, is a great one. Also Pyramid from, like, LD 26 is amazing.
Comments19
Overall though, really great contribution :)
That scrolling message thing would be really useful.
I tried just running into them over and over but I died.
Good job anyway tho ;D
Nice rogue-like implementation though! I mean, with a base like this you could totally go any direction. Have you played any of the 7 day rogue-likes? Possessed, in particular, is a great one. Also Pyramid from, like, LD 26 is amazing.