Thank you for playing and your feedback! Many of these will be addressed in a full version somewhere down the line.
Carter15
Creator of
Recent community posts
Thanks again haha. Yes, its written from scratch using a wrapper for OpenGL called pyglet. All of the tiles and font were also from scratch, I made them without a paint program, so its all just in the code as text. My development approach is very inefficient, but I like the challenge of writing custom engines.
Thanks for your feedback! And the restart button problem has plagued every jam game I've made I think. The specific way I write game code makes it tedious to program a restart, so 5 minutes before the deadline I usually have to just settle with exiting. on death I'll be sure to add that in a future update though. Thanks again!
Hey, this game is kind of confusing for most people, (sorry) so here's some helpful instructions. You can move with Left and Right arrows. Moving on to a space with an item will pick it up. This will replace whichever item you have currently in the square at the bottom (this item is the equipped item). You can change the equipped item with A and D or drop it with W. You can use the equipped item's effect with S. For example, the first item you get will always be the gohei (the red stick with white flail), which you can use with S to damage enemies. Item descriptions will appear near the bottom of the window. To refill your health you can "charge up" with the Up or Down arrows, if you press that key five times in a row, an empty heart will be filled. This is necessary to beat the lower levels. Empty hearts and cursed hearts cannot be used as inventory space.
The goal of this game is simple, kill enemies until you find a key, then use that key on the lock at the end of the level and move on through the red gateway (tori) at the end. Killing enemies with the gohei or shuriken will leave an item behind on some occasions. This can be any of the usable items in the game or a key. Enemies cannot pass through komainu/shiisa statues (the red and white dog things at the beginning of each level). There is a pagoda/lantern in the center of each level that will spawn enemies when it is onscreen. This will ensure you have a source of key-drops the entire game.
Hopefully this helps a bit, and hopefully this is legal in the terms of the jam. Thanks for playing!
Thank you for your feedback! And I totally agree, I'd never play a roguelike if I had to keep closing out the window and restarting, but something in my engine prevented me from restarting the program (I blame the locale settings, but i digress). I'll be sure to add that in a future release, once I figure out what went wrong. Thanks anyway, and I'll be sure to check your game out as well.
Hey, this game is kind of confusing for most people, (sorry) so here's some helpful instructions.
You can move with Left and Right arrows. Moving on to a space with an item will pick it up. This will replace whichever item you have currently in the square at the bottom (this item is the equipped item). You can change the equipped item with A and D or drop it with W. You can use the equipped item's effect with S. For example, the first item you get will always be the gohei (the red stick with white flail), which you can use with S to damage enemies. Item descriptions will appear near the bottom of the window. To refill your health you can "charge up" with the Up or Down arrows, if you press that key five times in a row, an empty heart will be filled. This is necessary to beat the lower levels. Empty hearts and cursed hearts cannot be used as inventory space.
The goal of this game is simple, kill enemies until you find a key, then use that key on the lock at the end of the level and move on through the red gateway (tori) at the end. Killing enemies with the gohei or shuriken will leave an item behind on some occasions. This can be any of the usable items in the game or a key. Enemies cannot pass through komainu/shiisa statues (the red and white dog things at the beginning of each level). There is a pagoda/lantern in the center of each level that will spawn enemies when it is onscreen. This will ensure you have a source of key-drops the entire game.
Hopefully this helps a bit, and hopefully this is legal in the terms of the jam.
Thanks for playing!
Thank you for your feedback. I assumed this problem would arise since I decided to scrap any sort of tutorial in order to make more content and add SFX. If I could have changed anything about this jam, I would have added a tutorial. For now, I can throw some instructions on the game page (which I hope is allowed). I'd be glad if you take another shot at my admittedly confusing game after I add some much needed instructions. Thank you.
Edit : You'll find the instructions on the game page's comments or the jam page's comments.