It should be fixed now, sorry for the delay!
Hi miki151,
I like the “time moves when you do” idea and the simple graphics that are not just limited to ASCII, but still simple enough to allow your imagination to take over. I’ve always liked roguelike games (angband is my favourite). Both because of the intricate gameplay that comes with them, and because of the lack of detailed graphics.
I’ve finished the game once now although some luck was involved in killing the dragon. In its current state, I find that it’s difficult to use the tactical possibilities to your advantage. The ones I’ve found out are exploding zombies that kill enemies, archers shooting other enemies and dragons & demons hitting their allies. I’m not sure if there are other tactics? With the ones I’ve found, it’s quite difficult to use them in practice. Exploding zombies for instance are hard to put in the right spot, because if you want to do that, you’ll probably get killed by all the other enemies next to which you want to place them. The same goes for the archers, for which I’m under the impression that they no longer shoot the other enemies. Could that be the case? I think they still did that in v0.3, but now they don’t seem to do that anymore. I could be mistaken though. I do like the Fairy! Very useful!
Do you have future ideas for this game?
Thanks for the feedback! I agree with you and I'd like to allow more tactical gameplay as well as more interesting melee combat perhaps, because it gets a bit repetitive. My next step would be to make level generation more varied, I think. I'm not sure if/when I'll continue working on Broken Rogue though.