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I have updated the JS entry to reflect your mechanics.

Moreover, I took the liberty of editing your entry to introduce some form of decision and variability in enemies:

12 HP

Roll d6 per room:

[1] +1 attack next fight (stacks)
[2] potion (+5 HP)
[3] full heal
[4+] enemy (* HP)
  └─────────┘

Fight or Pass (partake next fight).

Attack:
you ..... d6
enemy ... d4

Count fights.

The mechanic was changed a bit so the fights are more lethal, but as I was running the script I ended up clearing 30 to 90 rooms, based on luck.

With my alteration you can decide to avoid the fight, only to have no choice and fight next time. Moreover, only fights are count towards “score” as rooms filled with potions present no challenge.

Thanks for inspiration and optimization puzzle. Honestly, this was the longest time I was thinking about any of this Jam’s entries besides mine.

I like the line between d6 result and HP, as a way to communicate HP but keep word count down.