April 26th-29th 2013 :: Theme: Minimalism
Ludum Dare 26 — April 26-29th, 2013
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This is the unholy offspring of Rogue and Breakout. To play, make sure that Java 6 or later is on your path, extract the zip file then run it with "run_windowed" or "run_fullscreen" as desired.
[Edit - May 3]: thanks to the awesome power of libgdx and GWT, I've added a web port. It works very well in the latest versions of both Firefox and Chrome.
[Edit - May 3]: And a quick and dirty Android port. Not really ready for prime time, but it works.
Downloads and Links
Ratings
![]() | Coolness | 100% |
#52 | Humor | 3.67 |
#136 | Fun | 3.56 |
#212 | Overall | 3.55 |
#357 | Audio | 3.03 |
#398 | Mood | 3.10 |
#430 | Innovation | 3.28 |
#433 | Graphics | 3.21 |
#475 | Theme | 3.62 |
Comments
but i do like text mode. so i really would like to play this. so ms-dos port please?
I have a CP/M port in the works but I'd have to send it to you on 8" floppy :)
The Linux shell scripts didn't work for me, it ran fine using java -jar RogueOut.jar
Loved the idea, and the gameplay works well and is enjoyable. The background track got old pretty fast though.
Great game! Really like the inverted mouse bit, makes it very hard!
I've been rating games all day and this is my favorite one so far. I know the Breakout with items dropping thing has been done before, but this still seemed really clever to me. SFX and music are on point, too!
Pretty good game, good for a laugh! Those last few minions were awfully difficult to hit.
I'd have liked to have seen a bit more roguelike-gameplay. But still, I love the concept! Good gameplay, and I love the voice-acting. (And good text-rendering, which always makes more difference than you'd think.) Nice one!
Normally pass on non-web titles but the concept drew me in, did not disappoint, nice job! Those acid blobs were really annoying though.
Hah, great idea mixing two great ideas into one. The ! that increased the speed of the @ was the one to finally end my streak :D
I'm not a fan of text style games, but i do like how it looks, and the gameplay is comperable to a lot of other rouges.
Would have liked it to more rougelike, but really good for a breakout game.
A splendid mashup although I have some gripes nontheless.
The paddle mechanics are a bit off. In my opinion the direction of the ball should be affected by on which side of the paddle it hits, so that controlling it becomes feasible.
Without this possible the classic breakout problem, trying to hit the last tile, becomes quite the task.
Randomized levels, as is traditional amongst Roguelikes, would have increased replayability.
The paddle and the ball don't move in the grid. What is this? The Future!
I LOVED this game!
Although you call it a badly-drawn game, I really enjoyed the green phosphor look of it, like a classic Apple II game. It worked well with the ASCII design and was very effective.
Personally, I think that this was brilliantly innovative. It makes me think of another indie game that mixed a tetris-like mechanic with a dungeon crawler and was, to me, enormously addicting. I think that you've got a similarly brilliant combination here.
The only downsides I'd say were the sound effects, which got annoying (particularly the death screams), and how you don't have much control over the ball, making it frustrating when there are only a couple enemies remaining and you just can't maneuver the ball to hit them correctly. Breakout and Super Breakout had this problem as well, but I think Arkanoid kind of solved it.
So, my advice? See how you can expand the concept a bit more, merging more of the elements of rogue and ASCII-based RPGs with Breakout/Arkanoid-style arcade games. If you spend some time expanding the concept, I think you could have a very addicting and profitable indie game on your hands.
Once again, kudos I say!
@Cybearg Thanks! I think I need to try 10,000,000 - sounds like my sort of game.
Great game !
I don't know if you plan to improve it after the LD but it would be awesome. Let the player improve with the gold he earned after each level, differents levels, more sounds effects for the mobs,.... It would be so awesome !
It's one of the best entries I've played so far. Good job ;)
Fun idea, but the player really doesn't have control over the ball because there's no distortion based upon where on the bat it intersects.
Hmh... Interesting concept. I think it can become awesome when it will polished.
Good job, man!
Hmm. The web link doesn't work and neither of the windows bat files worked. I ended up just running the jar directly. Would have liked to have been able to spend my gold and XP. Loved everything else about it though.
Haha, I never expected to see a genre crossover like this! Very cool idea, well executed, and a variety of events to keep the game interesting. Given more time, I think the music could have been improved (the 2 second loop got a little annoying), but that wasn't much of a problem. Great work!
The style is very cool, and I like the varying power-ups!
I would have like it even more if the pad could toss the ball away in different angles so that the core gameplay gets more exciting.
Now this is something I haven't seen before! Fun idea, and very neatly executed. I like the audio, though the scream effects got a bit repetitive.
Very nice work, though it's a pity you can't trap the mouse for web mode.
I had to run it with java -jar RogueOut.jar
Loved the graphics and the sound effects (although the short background loop starts to get annoying after a while).
Is there any difference between levels? I also missed more control over the ball when bouncing it on the pad.
The levels are just a bit faster. Ideally there would be more variety in monsters, and more progression in terms of difficulty. Somewhere in the code there's a "dwarf lord" whose services were never called upon.
Also, I agree about the control over the ball. I've fixed it in a post-compo version which I'll post once judging is over.
Simple, but funny idea. I think the player should be able to manipulate the direction in which he shoots. Currently, the place on which the "ball" hits just defines the speed, or not?
The web port has sound bugs (resetting the music after some seconds with a little pause). I use Firefox.
Interesting concept combining Rogue-like tropes with a game of Breakout. I thought it was pretty fun, and enjoyed the variety of powerups. The screaming noise was really annoying, but the others weren't bad!
I too had to do java -jar RogueOut.jar, but I love it!
One comment, I am so used to breakout games where if you hit the ball (er, adventurer) on the side of the paddle, it changes the angle of bounce. With it being constant, I assume you can determine the order of things you will hit? (Deaths and potions not withstanding, of course)
Another comment, once potions start falling, I can collect them so fast that I have no idea what they are doing and what's going on.
But still awesome.
nice! brings back good memories of playing Arkanoid on an Apple IIe :P
loved it - the pixel based (rather than character based) movement killed the retro effect for me though
but it didn't affect the huge fun this game is. the vocal sound effects are great! and I loved reading all the stuff that happens as text messages (which did allows you to implement fancy gameplay features without having to graphically represent them) clever solution
well done :)
(P.S. I love the fact you made an android port)
This is very cool and original. The gameplay didn`t change from Breakout though, I`d like to see some Rogue elements. Levels are repetitive, they don`t seem to gain difficulty at all. However, the design is excellent.
nice mashup :) A tile moving pad ( instead of pixels) shoud have been perfect but maybe not the best for playability.
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doesnt work on my os. could you port it to ms-dos 6.40? :(