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(2 edits)

Hey thanks for the feedback.

  • Let me hold down a button to keep moving and a button for moving in strides (e.g. press M then W and you walk through the entire corridor).

The first part of this has been added.

  • Button for looking/inspecting  things

That's what the key in the info tab is for. There's nothing to inspect yet, but I'm working on something like this.

  • Picking things up destroys the item if inventory is full? That's evil

Mwahaha

  • If inventory is full and I drink a potion it always drinks the last one, is the inventory being reordered?

The inventory is re-ordered when you consume an item. I assure you if you have multiple items and use item 1, item 1 is actually being used.

"right now you can't drink a potion while standing on stairs" -- I could change the item use button and the button to use the stairs? Right now they are the same.

"Not knowing what items are on the floor and being unable to check unless you start drinking your inventory away was probably the biggest thing though." -- This will be a bit harder to implement because the map doesn't hold a series of objects, It's just a list of ASCII tiles, but I suppose I could implement a hacky solution.


The game as it is is just a simple game. To be honest it likely won't get much more advanced than it is. In the roguelike world, setting yourself apart from other roguelikes usually requires a deep understanding of math and algorithms so that you can implement systems that don't exist in other games and I'm simply too shit at both of those things, lol.

Thanks again!

EDIT: Diagonal movement -- this is intentional. I want the game to be easy, but not too easy. Sometimes the troll just gets ya! My highest score so far is 600 something on depth 16, but I'm thinking I will implement a scroll of teleportation which will simply be a rare drop.