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I liked the art style, use of sounds effects, and impressive to have a boss fight. It was a bit short since I just ran in, killed two guys, then shot-gunned Cthulhu. It was fun, but I don't know how this is a roguelike.

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The map randomly generates every run, in the vain of tboi or etg, maybe you got a bad seed?, the rooms arent super varied as we took a page from the rogue-likes that inspired us and made preset rooms that any of the rooms could become but due to time restraints that we all suffered there weren't a lot of rooms we made.

The level generation algorithm chooses the furthest grid space that is also a room to be the boss room, so there is a quirk where it generates a diamond like floor shape and that causes all paths to be very short.

Thank you for your feedback and compliments to the art, I handled that while Penguin did level generation and enemies. I hope that cleared it up if you still don't understand maybe he can shed some more light on it.

:)
* edit *

I have looked at the algorithm and what i noticed is the boss room spawns usually abt 2-3 rooms away because the target the amount of rooms the system wants to make is 12, every other grid position is filled with a hallway so that 2-3 away is actually 4-6 away so finding the right way to go can make the level feel small but in actuality the level gen is just janky


it is janky but it works