Escape the ooze, kill the boss - the ooze will slowly grow and creep toward you, don't stay on it too long, or get stabbed by an orc or goblin.
So far, I only know of one person who has reached the end - there are 3 solutions to defeat the boss that I can think of, one being to have all your hitpoints, all the best weapons, and be incredibly lucky. The other two are more subtle. Look at the wall structure around the boss.
This was a neat little game and surprisingly fun. Kind of reminds me of a top down ascii version of risk of rain because you pit my natural desire to wanna collect loot against completing the level before getting overwhelmed. I thought for a moment that what would have put it over the edge innovation wise might be some unfolding mechanics (https://www.youtube.com/watch?v=ptk93AyICH0)-- a shop where the ooze isnt there and I could buy things or some light narrative elements. Also potion drops or something to heal you early on might be nice. Good job!
This was a lot of fun! The encroaching ooze was a really smart way to give a simple game a lot more depth. The controls were a little cumbersome for me but I got used to it. Great job!
I wish I could enjoy these ascii dungeon crawlers to play enough for a reasonable review. I've already tried a couple of times some days ago, but it always ends with me barely reaching the second screen and eventually quitting with a 'nope'. :c
Unique experience on rogue likes, I liked it! Maybe there could also be some treasure chest etc. (if there were any I didnt notice em) Wish other rogue likes would add this kind of gameplays :)
Awesome game, I really enjoyed it! Unfortunately I could never escape the ooze, but I went out like a boss: 0's = ooze #################### 000 $$ @ $ $ $ 00 ####################
Nice game! Very creative mechanic for a roguelike. As was stated, it would be nice to have touched up controls - going between keyboard and mouseclick for looting was a little cumbersome.
Not a big fan of roguelike crawlers unfortunately, but can definately see the appeal. Got whooped by a big bad creature in the end. Well created, just not my kind of thing
Its good to be getting so much feedback - I'll find out how the controls can be improved, I plan to do a lot more ascii roguelikes in future LD's and controls are the hardest part with a roguelike.
rjhelms, im glad you agree with me that a "proper" roguelike is ascii art - theres nothing wrong with the modern variations but I wanted to get back to the roots.
I thought this was a great entry! I haven't seen someone do an ASCII dungeon crawler for LD yet :)
I had a lot of fun playing this, although I was unable to beat it. I think the biggest thing missing is some kind of feedback for the player. After a while, I got tired of reading the same text over again and would have liked some different visual cues if possible. Perhaps one thing you could do is cut down on excess text - like "A goblin moves towards you. A goblin moves towards you. A goblin moves towards you." Maybe change the color on text where you're taking damage and giving damage?
Anyways, nice entry, had fun playing it. Wasn't able to beat it though (died on screen 5 or so). Maybe add a way to heal or something? Seems like right now there's no incentive to fight enemies
@Frenchy, thanks, some good ideas there - after I finish my current project I think this might be a good side project, I have a few ideas, mostly down to player communication
1) When monsters speak, draw a speech bubble, with onomatopoeia for humor 2) Colour the text when things happen 3) Display damage on screen near the creature that was damaged
Roguelike! \:D/ I am also happy to announce that I menaged to complete the game. And it was fun! Actually I didn't kill the Minotaur (is this possible anyways?), just trapped him in the room and left him to dissolve in the ooze. Felt really good. :3 Oh, and I hade 1 HP left when I arrived on the last floor. Controls were a bit... urgh. But I understand that incorporating mouse was prolly due to time constraints. This is a turn-based game, but the labyrinth floor was actually stressful. Well done. Great entry!
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Maybe there could also be some treasure chest etc. (if there were any I didnt notice em)
Wish other rogue likes would add this kind of gameplays :)
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Pretty simple idea, but it's very well executed here. I had a lot of fun with this.
http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=64696
Bring back proper roguelikes to LD!
I had a lot of fun playing this, although I was unable to beat it. I think the biggest thing missing is some kind of feedback for the player. After a while, I got tired of reading the same text over again and would have liked some different visual cues if possible. Perhaps one thing you could do is cut down on excess text - like "A goblin moves towards you. A goblin moves towards you. A goblin moves towards you." Maybe change the color on text where you're taking damage and giving damage?
Anyways, nice entry, had fun playing it. Wasn't able to beat it though (died on screen 5 or so). Maybe add a way to heal or something? Seems like right now there's no incentive to fight enemies
1) When monsters speak, draw a speech bubble, with onomatopoeia for humor
2) Colour the text when things happen
3) Display damage on screen near the creature that was damaged
I am also happy to announce that I menaged to complete the game. And it was fun! Actually I didn't kill the Minotaur (is this possible anyways?), just trapped him in the room and left him to dissolve in the ooze. Felt really good. :3 Oh, and I hade 1 HP left when I arrived on the last floor.
Controls were a bit... urgh. But I understand that incorporating mouse was prolly due to time constraints.
This is a turn-based game, but the labyrinth floor was actually stressful. Well done.
Great entry!
Im glad to hear somebody finally report that they completed it - you found one of the solutions to defeat the minotaur, congratulations.
You may be the only person other than myself to complete the game.