Fascinating vector graphics. My dad played a lot of Atari's Tempest back in the 80s. I will have to show him this.
punycheeps
Creator of
Recent community posts
Overall I'm very happy with this. It was a lot of work in 7 days. I created a basic engine in C++17 libtcod 1.24 SDL2 beforehand to prepare. Granted, most of it needed rewriting day 1! I used Lua with Sol2 to make it easier for me to add items and mobs. Realised afterwards that adding Lua might enable light moddability! (untested).
Features:
- Old school terminal code page 437 ascii graphics.
- Turn-based combat and tile-based movement.
- Game log window.
- Stats and health.
- Items auto equip into item slots and increase stats.
- Map generates a tower with rooms, in the shape of a pizza, with random amounts of enemies per room.
- Maps increase in difficulty as you progress.
- Lack of healing other than getting item upgrades results in having to pick your fights carefully, if you hope to beat the Lich!
- NPC’s with dialogue choices and optional rewards that can act as a difficulty slider if you decline rewards (will need some to beat the Lich).
- Monsters randomly wander and chatter in audible range, and will attack friendly characters in detection range.
Known issues:
- Console window may open, just minimise or ignore it. I couldn't get cmake to play ball with release.
- Rebooting the game is required for a new run!
- Maps look more similar than i’d like due to a mapgen issue, but you still spawn in different segments and random numbers of mobs & positions per segments, harder mobs appear as you progress.
Things I wanted to add but ran out of time:
- spiders poison effect
- food
- cooking
- monster drops
- more maps
- world outside of the tower
- proper death/win/new run screens
Pain points:
- This is my first C++ project, so of course the hat goes to learning pointers and cmake, oh and the dozen SEGFAULT errors! :D
Overall I'm very happy with this. It was a lot of work in 7 days. I created a basic engine in C++17 libtcod 1.24 SDL2 beforehand to prepare. Granted, most of it needed rewriting day 1! I used Lua with Sol2 to make it easier for me to add items and mobs. Realised afterwards that adding Lua might enable light moddability! (untested).
Features:
- Old school terminal code page 437 ascii graphics.
- Turn-based combat and tile-based movement.
- Game log window.
- Stats and health.
- Items auto equip into item slots and increase stats.
- Map generates a tower with rooms, in the shape of a pizza, with random amounts of enemies per room.
- Maps increase in difficulty as you progress.
- Lack of healing other than getting item upgrades results in having to pick your fights carefully, if you hope to beat the Lich!
- NPC’s with dialogue choices and optional rewards that can act as a difficulty slider if you decline rewards (will need some to beat the Lich).
- Monsters randomly wander and chatter in audible range, and will attack friendly characters in detection range.
Known issues:
- Console window may open, just minimise or ignore it. I couldn't get cmake to play ball with release.
- Rebooting the game is required for a new run!
- Maps look more similar than i’d like due to a mapgen issue, but you still spawn in different segments and random numbers of mobs & positions per segments, harder mobs appear as you progress.
Things I wanted to add but ran out of time:
- spiders poison effect
- food
- cooking
- monster drops
- more maps
- world outside of the tower
- proper death/win/new run screens
Pain points:
- This is my first C++ project, so of course the hat goes to learning pointers and cmake, oh and the dozen SEGFAULT errors! :D
The combat system is awesome in this, I loved the feel of trying to combo pages and juggling sanity. Great theme. Audio stopped randomly though, web player issue? not sure. This combat system fits in with the theme rather well, and I'm really glad I played it to experience something new. You should definitely consider taking this project further, huge potential there.
Thanks for the review! I was inspired by the gameboy and created a custom Unity shader graph during the jam. Unfortunately unity build broke the ordering of some object injection hence the lack of combat, was fine in dev though, fixed the build issue 30m after jam end unfortunately though. Funny you mention the sluggish movement, as earlier today I quadrupled the speed and it feels much snappier. Will apply some updates and see where I can take it. Look forward to trying out your game too.
Loved the combat/gameplay, quite addictive. Nice aesthetic. Audio is fine. I think the card combat made it more innovative. Technical work here is quite impressive and where it really shines, the fact that you managed to get an inventory system, automapper, unique combat and a relatively well balanced feel all working together is impressive.
The start was fun! but then became repetitive. I would've liked either full regen after combat or limited heals, as I was able to spam the TAB for 1 energy, then spam the H key to get max HP after every encounter. The graphics and audio fit the theme. The technical of 6dof movement is where this really shines though. Good concept that should be investigated more.






