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(2 edits)

This entry looked fine at a first glance!

I like generators and this promised some fun action until I realized that this dungeon generator plays itself.

Hence I wrote a small script that will run the dungeon for me: https://jsfiddle.net/yerukzsq/

I am not sure whether the damage is common for both player and enemy and is used to escalate the end of the delving, but I implemented it in a way it is added to the dice result for both sides.

As a game it is not very interesting. As a small script it entertained me for a moment.

If I understand your post and JavaScript correctly, the "+1 damage" is only supposed to last for the next fight, and only affects the player. The equivalent of e.g. a strength potion.

It would be interesting to try to introduce some choice into a solo 36-word dungeon crawler. So that it couldn't play itself.

I have updated the JS entry to reflect your mechanics.

Moreover, I took the liberty of editing your entry to introduce some form of decision and variability in enemies:

12 HP

Roll d6 per room:

[1] +1 attack next fight (stacks)
[2] potion (+5 HP)
[3] full heal
[4+] enemy (* HP)
  └─────────┘

Fight or Pass (partake next fight).

Attack:
you ..... d6
enemy ... d4

Count fights.

The mechanic was changed a bit so the fights are more lethal, but as I was running the script I ended up clearing 30 to 90 rooms, based on luck.

With my alteration you can decide to avoid the fight, only to have no choice and fight next time. Moreover, only fights are count towards “score” as rooms filled with potions present no challenge.

Thanks for inspiration and optimization puzzle. Honestly, this was the longest time I was thinking about any of this Jam’s entries besides mine.

I like the line between d6 result and HP, as a way to communicate HP but keep word count down.