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Daikon Hero's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #22 | 4.000 | 4.000 |
Overall | #40 | 3.250 | 3.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Successful or Incomplete?
Did development of the game take place during the 7DRL Challenge week?
Is your game a roguelike?
Turn-based
Roguelike Elements
Procedurally generated levels, placement of pickups, creatures, and exits. Permadeath, permanent consequences, character centric, and a lot of replayability. I didn't have time to finish the level up system / shop. My proc-gen trenches are basically dungeons with open tops that you can jump into and climb out of, and get pummeled by the artillery. I wanted to explore what it was like to have a proc-gen dungeon that changes over time - in this case the artillery does that, and makes it harder to follow the trails, and breaks down the walls. If I had more time, I'd add the shovels/grenades which allow you and enemies to alter the proc-gen battlefield/trenches. Yes I know that the settings button and quit button on the title page don't work - I ran out of time for those, and wanted to respect the jam's time limits. However, you can quit the game at any time by pressing the ESC button.
Screenshots
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Comments
absolutly best game ever JUST OP
the graphics are kind of surprising because it a small game but really like it want more updates on game really liked the moving mechanics i just wan t everyone trying it
Cool game, hope you continue to develop it :)
very good, well polished, if you put something else on it and sell it on steam I'll buy it :) Good job
thank you!
Here's a little 30 second trailer:
Developer's Note: There's a lot I didn't get to make during the 1-week jam, but the game should still offer plenty of engaging gameplay and replay value. I know this because I also spent too much time playing and enjoying it instead of working on adding other planned features.
Yes I know the settings menu and the quit button on the title screen don't work. However, you can press ESC any time to quit.
What I didn't get to: There is no ending (if you reach zone 12), no mysterious onion general boss, and no leveling up like I had originally planned. There were also 2 other very cool enemies I made but they didn't make it into the final build for the jam (the chili pepper and the garlic enemies). And I didn't test really beyond the third battle zone. The artillery/mortars don't do any damage to the player - they just alter the ground/trenches, making it harder to follow the trenches. I didn't get to make the razor wire obstacles and sandbags, or shovels/grenades to slowly dig/blast your own trenches. If I get to work on the game after the jam, that's the to-do list.
It's very playable though even though there's no final victory condition implemented yet. (If you make it to zone 12, I'd consider that a victory, based on the background story. I've only made it to zone 4 before the onions defeat me.
Different gameplay styles: The game allows for different approaches to dealing with the enemies and the trenches. Try all 3 character archetypes - they're all different from each other. Try sneaking (shift key to toggle) up behind the enemies and shooting them. Try using the bullet time / slow motion (right click to toggle). Try running across the exposed top of the battlefield to take shortcuts. Try exploring the depths of the proc-gen trenches.
I forgot to remove this, but you can press the 'C' key to create extra craters dynamically that appear somewhere random on the map. Have a blast!