stutter step

Overall★★★★★★★★★★3.18
Fun★★★★★★★★★★3.03
Innovation★★★★★★★★★★3.26
Humor★★★★★★★★★★2.31
Mood★★★★★★★★★★3.15
Coolness★★★★★★★★★★68%
Stutter step is one-dimensional roguelike (and by roguelike i mean there is no graphic/sound and your success depends solely on random factor like it should be).

* NOTE: Web version takes some time to load.

Use mouse in menus.
Use 'left' and 'right' arrow keys to play (there is also in-game 'how to play' page with more details).
Move left and right to regenerate health and to manage your weapon stack (try to keep good weapons on you)

Your goal is to reach right side of the map through a path guarded by mobs.

I'm using Source Code Pro font licensed via SIF OFL.

Tools: Unity

Comments19

Mithreindeir14 Dec 2015, 11:54
I always love to see rogue likes!
gene-z14 Dec 2015, 11:56
Crazy... Very Nice
Niphram
Niphram14 Dec 2015, 12:06
Interesting concept, once you figure it out it's quite fun!
BUNN1E514 Dec 2015, 12:36
Really cool, confusing at first though.
kmakai
kmakai14 Dec 2015, 12:54
Interesting way to handle weapons/items in a simplified environment. Nice balance to the difficulty curve so far, as well. Great job!
Reggianito14 Dec 2015, 17:30
Interesting concept. Not really a lot of fun, but a proper translation of the classic roguelikes we all love into two dimensions. The extra symbols as "bvackground" are a cute idea.

This is just personal opinion, but I think that you could add a lot of strategy and fun with some changes like
-after attacking them, enemies will follow you and pick up weapons in their way, so you can't just run until healed and try again
-holding both keys to pick up medipacks/weapons, makes picking up weapons not a chore (fuck you club stop fallin to my right side I don't want to pick you up) and some extra strategy involving saving health for later.
x92rwzb14 Dec 2015, 21:56
Pretty impressive!
Kyace14 Dec 2015, 23:24
Nice use of the queue concept as an inventory manager.

Would have liked a way to tell how much damage/cooldown a weapon had without having to pick it up again (perhaps something like a tooltip/mouse hover?). Might suggest making the background characters darker than the weapon over head tiles (there were an embarrassingly high number of times that I though that '^' was a weapon/trap that the enemy was going to use against me). I would have liked some indication of how far behind me the fire was.

Over all, very nice game!
ChaosCult15 Dec 2015, 09:23
In terms of gameplay per control key used, this game is probably better than nethack! Very good.
simoroshka
simoroshka15 Dec 2015, 12:51
Basically you can't make any decisions. And you only use one button. I really don't get the point.
Oski15 Dec 2015, 22:01
This was a really interesting one! Good job!
rzuf
rzuf16 Dec 2015, 13:52
Nice one! I love roguelikes, and this take on them reminds me of The Linear RPG by Sophie Houlden. :D
kostak
kostak16 Dec 2015, 19:00
Good roglice!
marod17 Dec 2015, 09:51
Interesting mechanics, but I think they need more work. Great Game!
LostTrainDude
LostTrainDude17 Dec 2015, 11:08
I can only imagine what would happen if mobs also used the same strategy to survive :P

Nice concept on a difficult genre! Congratulations!
crucknuk
crucknuk17 Dec 2015, 23:08
Nice entry. I wish I could have information about the weapon I currently have at any time, not just when dropping. Still interesting idea. Good job!
francoisvn
francoisvn17 Dec 2015, 23:33
Really cool. The "auto-pickup rotating through your weapons" thing felt a bit uncomfortable, but it wasn't terrible. If you make this a little bit deeper I think it would work really well as a pickup-n-play mobile game :)
Blake_Lead19 Dec 2015, 16:06
There is no much things to do but I liked this game. Well done !

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