My first completed roguelike. I ended up doing almost all of the work in the first and last 12 hours of the jam, due to the week being busier than I expected. I went in with the goal of focusing on the primary game mechanic -- devouring and claiming souls to gain power -- and leaning as much as possible on off-the-shelf options for level generation, ASCII graphics, paring down non-essential mechanics, etc. Even attack targeting is automatic, which actually ended up creating some tactical considerations.
The game is playable and winnable, but I'll freely admit the balance is wonky and it can be unfair. It could use a lot more content and a lot more tuning. On the other hand, it's short enough that if you get into a bad situation it won't take that long to recover.
This is a browser-based game using rot.js and TypeScript. The game UI is rendered in HTML in the most primitive possible style. I write software professionally so I took the opportunity to write fast and sloppy code.
I think I have the bones of something interesting here, and after a break am planning to refactor and clean up the code for further development. There were tons of things that hit the cutting room floor (stealth mechanics, ESP, a more interesting win condition, expandable soul slots, a lot more spell options...) that I'd like to try out. I'll probably leave this one as is and create a new version called Soul Brunch or the like.
Based on previous years and this year's devlogs, I'm not expecting it to stack up against the competition, but I'm proud of getting it done, and hopefully someone out there finds it interesting or diverting.