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Further to the other comments, I wonder if there's room to further explore the gold mechanic? 

- Returning to the shop requires going back up through the dungeon, which is really time-consuming and not worth the effort. This makes collecting gold somewhat redundant.

- Going from the town to the dungeon rerolls it, which punishes the player for returning to the surface

- The shop prices seem very steep given the lack of gold in the dungeons (50 gold for a ring/amulet?)

Some food for thought:

Should gold persist after death? 

If so, what could it be spent on that would create a new run-death-run progression loop?

If you can make returning to the town more worthwhile, it's maybe worth borrowing the elevator-to-surface every x floors mechanic other roguelikes have employed. Again, what should persist between runs?

Maybe have shopkeepers rescuable from the dungeon, so that your town is more stocked on your next run?

I had originally planned on adding scrolls to the game, specifically a Scroll of Recall, for this exact purpose, but then I ran out of tokens in PICO-8 and was not able to do so. I realize the gold now is kind of pointless. I may at some point try to add it, but I will have to remove other features from the game, such as enemy types, to free up some tokens.