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My goal was to have a game where the hacking minigame mechanics and the roguelike mechanics were working together. The hacking minigame consumes and generates energy, which is the hunger clock for the roguelike portion. The hacking commands are used to win the hacking as well as determine what are prize afterward is (energy, information, upgrade/doors opening or pretty lights). In addition, the controls, the minigame and the physical keyboard are brought together to give a minor "furious typing to hack" interaction (in theory). I ran out of time; I was hoping to have more "multi-use mechanics" after adding monsters to the rogue-like side of the game. such as being damaged by the fried machines and having consoles which need destroyed in any fashion to progress.
Unity Personal version
Anonymous Pro (Open Font License)
Steven Adams (Kyace) (Programming, "Art", Design)
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