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Thanks for playing and I'm glad you enjoyed.  I'm a lousy artist and I made a lousy paint program, ironically drawing those sprites was the most fun of development.  Potions are randomized on every new game, some heal, some debuff, some make you trip balls.  There's even a warp back to town potion.  Of course, figuring out what effects each potion has per run is left as an exercise to the player :)

I do sincerely apologize about unfocused input.  It's a limitation of the engine and/or my lack of skill, since I don't have access to the usual winmain message loop using the console I instead poll the mouse and keyboard 60 times per second.

I do kinda want to expand this but my frustrations with the engine mean I'll probably rewrite everything but the game logic in SDL or something and pretend that it's still a terminal.  I had to drop animations, maze graphics, etc because they simply ran too slow in cmd.exe to sell the illusion when I tried them.  (You can do a maze, for example, but only if you stick to vector-style graphics where you only overwrite a few 10s of cells per frame)