December 17th-20th, 2010
Theme: Discovery
More Info: /ludum-dare-19-has-begun/
Minesweeper with a very thin layer of roguelike (mainly the scroll ideas) sprinkled on top.
Start with an unidentified grail and an Identify scroll, then go from there.
Didn't change the game any, but it should run properly without the need to recompile now, and without complaining about GLIBCXX. (If it doesn't, please shout at me and call me names.)
(Now with Windows build, thanks to mjau and monk!)
Downloads and Links
Ratings
#9 | Innovation | 3.90 |
#14 | Overall | 3.78 |
#31 | Theme | 3.80 |
#43 | Coolness | 13% |
#55 | Fun | 3.30 |
#76 | Graphics | 3.20 |
#101 | Audio | 2.56 |
#160 | Community | 2.25 |
Comments
Interesting idea! Was a bit confusing at first, but after I figured out that the reason I couldn't pick anything up was that you can only carry one thing at a time, and that you use scrolls with C (neither of which is explained in your help screen), it went a bit better =). It was actually pretty fun for a while when I got the hang of it. A bit too simple to last for very long, but still a nice game.
Same problem as littlehacksaw here... I definitely want to play it
It was a stroke of genius merging a rogue-like with minesweeper. Good fun.
I played this quite some time and I really like the idea. Some comments:
- The font isn't very easy to read, especially when it's blue.
- I would have preferred to see a larger part of the world, either with a larger screen or smaller pixels.
- The screen shake was too much.
- It seems you could only carry one scroll? Would have preferred to be able to toggle scrolls.
- After a while, it's a very long way to the shop.
- You can't hold an arrow key to keep on moving, this became pretty uncomfortable for my fingers when walking far.
- It's annoying to only be able to carry one treasure at a time, especially in conjunction with the problems just mentioned above.
Thanks for the Windows build. I'm actually surprised. The merge of Minesweeper with a rogue like works pretty well.
Now I just wish you could use some of the carried items (the map) and have an inventory (ie. more rogue elements).
Well done!
The game is almost unplayable due to the horrendously buggy shaking, which at least on my computer makes the screen shake _constantly_. Nevertheless, if it was fixed, and if the instructions were a bit clearer, it would be a nice game.
I loved the idea since Im working on a minesweeper variant myself, but I don't think the rougelike stuff added much to the gameplay, it played pretty much like regular minesweeper but with another level of indirection that made it more tedious to clear mines. A way to flag mines would have been nice, too.
It did feel like the idea had potential so I hope you keep tweaking it. The graphics were a good fit to the gameplay. It just needs a little bit more roguelike in the gameplay.
Wow, I think this is great! It's actually one of the first java 4k games that I addictedly played for several hours. The comments above about inventory size and so on are all true, but I still found it very addictive.
No win condition?
I just addictively played through to the end on the second hardest level. Took me about 2 days... And then... nothing!
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I'd love to play, but:
./roguesweeper: /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.14' not found (required by ./roguesweeper)
... got a readme, at least? I'd love to help a linux brutha out...