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Very much a roguelike. The sci fi setting was nice, I liked the sunblade and energy rifles I found. There was maybe a cultist story I didn't learn enough about. I would have liked to have had information in the log as to what I picked up. The map seemed to be comprised entirely of square rooms. The instructions say that the down-pointing orange arrow is the exit, but the exit to the next floor was the up pointing one (I guess we are going up?). Some loot landed in a wall that I couldn't get.

Was this based on an existing engine?

(+1)

Hey, thank you for playing and even more for the comment. The cultists are local worshippers of Set Mardos. I planned to add a companion npc who would say things like that, which would appear in the log. Ran out of time though :)

The rooms are indeed just plain squares, the dungeon generator is taken from another project. They will be filled with different structures, items and enemies later on. Whoopies on the exit-enter tile mixup and weapon-in-wal.

Everything in this game was taken and modified from the main game I'm making. A lot of game systems are actually really overqualified for the tasks their doing in this game. Like the turn order controller. In this game I think everything takes about 0.5 turn for each player turn, but the turn order queue can handle much more varied turn orders than that. Each action takes a certain time, and planning around that is an important game element. This game forced a lot of progress for my other game as well.