It makes me very happy you liked it!
MadZab
Creator of
Recent community posts
That's mostly how it works. You are, in fact, not entering new levels but are going through the same 25 rooms over and over - furnished anew upon dropping down to a new level and shaped into a new maze by randomized passages. Each room has several passages to show, for what monster is there, what it does, what you hold in your hands and what options that brings you. In combat there is a passage named "monster action" that gets referred to which itself checks "f monster eq 'swineling'" and then goes into description and semi-random effects. Same with your own actions and weapons/spells. This is very, very complicated and not what twine was made for (don't get me started on interactions with the environment and the damn shopkeeper!). Should I ever want to make a roguelike again, I will either learn an actual programming language or ask my friend Niels to do the coding (see: Choose Your Own CaveVenture or Low Res Dungeoneer here on my ).
Level 4 on first playthrough is a nice combination of skill and luck, congratulations! In retrospect it is, in fact, not an ideal use of Twine and I would not do it this way again because at some point I had to write actual manuals for myself on how to add new items and monsters to the game because they would have to be integrated as lines of code in so many different places. Anyhow, thanks for playing and even more thanks for recommending it - this does mean a lot to me!
First of all congratulations on making a nice, simpe table top war game. Having read the rules, I have some questions:
- Is there any reason to move other than getting into cover? Positioning seems irrelevant for anyone wielding a ranged weapon, right?
- Won't the machine gun potentially deal a ton of collateral damage all over the table?
- What is the recommended technique for flicking paper bits? Flat on the table or through the air?
- Is it even possible to kill an enemy in close combat?
Best regards
MadZab