Ludum Dare #37compo
keturi
A minimalistic roguelike in 128x128 pixels.
Your objective is to find the room. There are many rooms like it, but that one is special. Good luck!
I tried to make a few simple rules which can interact in interesting ways. The core mechanic is weapons - there's three different ones (won't spoil it here) and they have "charges". If you ran out of charges, you cannot attack! I'm quite happy with how it turned out. It's not very difficult to win for a roguelike, but you'll very likely die a few times.
Controls - arrow keys.
Made using Pico-8.
Your objective is to find the room. There are many rooms like it, but that one is special. Good luck!
I tried to make a few simple rules which can interact in interesting ways. The core mechanic is weapons - there's three different ones (won't spoil it here) and they have "charges". If you ran out of charges, you cannot attack! I'm quite happy with how it turned out. It's not very difficult to win for a roguelike, but you'll very likely die a few times.
Controls - arrow keys.
Made using Pico-8.



Comments34
That said, the game could have used a little bit more feedback. Sometimes I was surprised that my weapon had more charges than I expected, probably because I picked up a powerup that I had not seen. So maybe a blip or flash when you picked up a powerup would have been great. Also, it was not very clear what the different monsters were capable of -- maybe you need to telegraph their abilities a bit more to the player.
Roguelikes are all about information :-)
Great game, though!
I enjoyed the amount that you let me discover mechanics for myself. When a game is this small, I like when it gets extra value out of letting you experiment to discover the rules as opposed to a hand-holdy tutorial.
Being unable to pass turns to let enemies come to me forced me to think ahead a bit more, as opposed to just bumping dudes, and the weapon charges gave it that classic RL feeling of "should I spend resources here or avoid the fight?" Many rooms I just carved enough of a path through to escape, but in others I would expend resources to clear and then harvest everything. The multiple exits from the room was also interesting - a nice fault-tolerant design that saves you from impossible RNG situations in a jam!
So good feel, lots of good design calls, and nothing that got in my way. Great job!
Is there a real ending, or have I won if I get past the numbered levels to where it just says "the room"? My strongest "build" was with the wand, I really enjoyed that feeling.
Also, good to see fellow countrymen participating in LD.
*favourites in splore*
The weapon system -- I'm not sure how it works. Sometimes it seems the weapon didn't use a charge when it should, or that I'd automatically get another weapon after exhausting one. Maybe I'm imagining things.
My record is room 11, but I will be revisiting because I want to see the rest of the game. I've only found the sword and the laser pickaxe so far.
To answer your questions:
@BoneDaddy - there are only 16 rooms. It makes the game kind of short, but I like being able to beat it in 10 minutes, there's not that much content after all!
@springogeek - enemies immune to crossbow sounds like a bug. At least I didn't intend to make them immune and never encountered it myself. Please tell me if you see them again! Or was it a guy with red eyes? He's not immune, just a bit more ... persistent.
@rogual - blue enemies charge your weapon up. Hope knowing that helps to clear up weapon confusion!
@impbox - yeah, the weapons get somewhat better over time. Usually I tend to use sword in rooms 2-7, then crossbow in ~8-13, then the last weapon. There's still plenty of situations where you're out of charges and it makes sense to pick up a weaker weapon though.
I really enjoy this one, great job!
I'd say it's a solid roguelike with simple yet hard to master controls and mechanics. Although I never did understand how to properly use the staff, nor how exactly durability worked as it seemed to go down randomly sometimes.
There was also a minor bug when my character would sometime spawn over a wall.
~josefnpat