MiniRPG

A simple ASCII RPG where you can explore, level up and train your sword skill. I didn't have time to add loot, so you're stuck with your starting gear for the whole game.
Controls:
Arrow Keys / WASD: move and attackHome key: Edit mode (for the lategame when you run out of enemies, or want to build things)



Comments6
Still, the idea of representing creatures as 2x2 blocks of symbols is really cool.
You can tell right away that you shouldn’t mess with a level 15 dragon.
It would also be great to have a way to see what’s around you.
I kept wondering how I was going to defeat Trainer99—I actually thought it was a real enemy! :D
Was the goal of the game to defeat the Warlock? I spent a long time wandering around the environment looking for new paths or secret passages, but I didn't find anything. It doesn't really matter, though—it was a very fun game to play.
I really liked the music, although I felt the sound effects could have been more in line with a retro experience—like sounds from an old PC or something in a chiptune style. But that’s just a small observation.
Thanks so much for the experience!
I liked the mechanics and the overall progression in the game. I thought it was cool that at some point you just have to be brave and attack things outside your level. Eventually becoming a bit reckless with the fights you take.
I played until I hit what I thought was the end of the game. I defeated the one Warlock in the area with all the dragons. I tried returning to the area that's a circle of trees and flowers, with 2 trees in the middle? Hoping that'd be like, the place you return after you kill the warlock, and it would somehow lead to an ending? But no luck. I don't know why I thought it would but hey, the area looked significant enough.
Is there an official "end" condition for the game?
I like the art style a lot. It takes my brain a bit too long to really parse what I'm seeing but once I saw it I really began to appreciate the colors and characters you chose. The only one that I couldn't fully identify what it was supposed to be was the cave. I thought maybe it was desert/sand. I also appreciated the level design. Do you make a mapmaking tool to design such a huge world? I've been doing that more recently, gotten really good at whipping up a quick one and a quick UI for placing down tiles.
Places of interest I really appreciated:
The one room with the one Cyclops, and a bunch of rats and goblins.
The small detailed tree/water/flower/water section in the Trainer area. (also, almost lost my cool when I first saw their stats!)
There's a tree out of reach north of the dragon mountain area I thought was cool.
In the cyclops zone, there are 2 cyclopses that can't be reached, and one completely blocked off Warlock.
Other things : I really liked the rhythm of attacking. I didn't know how to attack at first but I got there eventually. Also, aggro mechanics seem pretty fair overall. The only issue I had is that enemies don't know how to chase you down a hallway if they aren't vertically/horizontally aligned. But that's a nitpick.
Then I saw the command for the developer tools, and went exploring. I like the stuff that's just kind of dumped in the top right corner. I went all the way to the bottom right of the allowed world. I appreciate that I couldn't crash the game by trying to put something out of bounds. I was a little sad that there wasn't any Easter Egg hidden in the bottom right, or actually any corner. A little "elephant in the room" would have been hilarious to find out of bounds.
Honestly, the game base seems perfect for putting secrets in the game. Little quirks of tiles and areas and formations to cluegive on secret spaces that might hold hidden items/passages.
Anyways, enough rambling from me. Great work! Looking forward to seeing what you make in the next LD!