Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

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stutter step

by Evgenii Petrov - Compo Entry

Stutter step is one-dimensional roguelike (and by roguelike i mean there is no graphic/sound and your success depends solely on random factor like it should be).

*** NOTE: Web version takes some time to load.

Use mouse in menus.
Use 'left' and 'right' arrow keys to play (there is also in-game 'how to play' page with more details).
Move left and right to regenerate health and to manage your weapon stack (try to keep good weapons on you)

Your goal is to reach right side of the map through a path guarded by mobs.

I'm using Source Code Pro font licensed via SIF OFL.

Downloads and Links




Mithreindeir says ...
Dec 14, 2015 @ 11:54am

I always love to see rogue likes!

gene-z says ...
Dec 14, 2015 @ 11:56am

Crazy... Very Nice

Niphram says ...
Dec 14, 2015 @ 12:06pm

Interesting concept, once you figure it out it's quite fun!

BUNN1E5 says ...
Dec 14, 2015 @ 12:36pm

Really cool, confusing at first though.

kmakai says ...
Dec 14, 2015 @ 12:54pm

Interesting way to handle weapons/items in a simplified environment. Nice balance to the difficulty curve so far, as well. Great job!

Reggianito says ...
Dec 14, 2015 @ 5:30pm

Interesting concept. Not really a lot of fun, but a proper translation of the classic roguelikes we all love into two dimensions. The extra symbols as "bvackground" are a cute idea.

This is just personal opinion, but I think that you could add a lot of strategy and fun with some changes like
-after attacking them, enemies will follow you and pick up weapons in their way, so you can't just run until healed and try again
-holding both keys to pick up medipacks/weapons, makes picking up weapons not a chore (fuck you club stop fallin to my right side I don't want to pick you up) and some extra strategy involving saving health for later.

x92rwzb says ...
Dec 14, 2015 @ 9:56pm

Pretty impressive!

pvtroswold says ...
Dec 14, 2015 @ 11:05pm

Nice job!

Kyace says ...
Dec 14, 2015 @ 11:24pm

Nice use of the queue concept as an inventory manager.

Would have liked a way to tell how much damage/cooldown a weapon had without having to pick it up again (perhaps something like a tooltip/mouse hover?). Might suggest making the background characters darker than the weapon over head tiles (there were an embarrassingly high number of times that I though that '^' was a weapon/trap that the enemy was going to use against me). I would have liked some indication of how far behind me the fire was.

Over all, very nice game!

ChaosCult says ...
Dec 15, 2015 @ 9:23am

In terms of gameplay per control key used, this game is probably better than nethack! Very good.

simoroshka says ...
Dec 15, 2015 @ 12:51pm

Basically you can't make any decisions. And you only use one button. I really don't get the point.

Oski says ...
Dec 15, 2015 @ 10:01pm

This was a really interesting one! Good job!

rzuf says ...
Dec 16, 2015 @ 1:52pm

Nice one! I love roguelikes, and this take on them reminds me of The Linear RPG by Sophie Houlden. :D

kostak says ...
Dec 16, 2015 @ 7:00pm

Good roglice!

marod says ...
Dec 17, 2015 @ 9:51am

Interesting mechanics, but I think they need more work. Great Game!

LostTrainDude says ...
Dec 17, 2015 @ 11:08am

I can only imagine what would happen if mobs also used the same strategy to survive :P

Nice concept on a difficult genre! Congratulations!

crucknuk says ...
Dec 17, 2015 @ 11:08pm

Nice entry. I wish I could have information about the weapon I currently have at any time, not just when dropping. Still interesting idea. Good job!

francoisvn says ...
Dec 17, 2015 @ 11:33pm

Really cool. The "auto-pickup rotating through your weapons" thing felt a bit uncomfortable, but it wasn't terrible. If you make this a little bit deeper I think it would work really well as a pickup-n-play mobile game :)

Blake_Lead says ...
Dec 19, 2015 @ 4:06pm

There is no much things to do but I liked this game. Well done !

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