Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.

Back to Browse Entries

keturi

by mitkus - Compo Entry

A minimalistic roguelike in 128x128 pixels.

Your objective is to find the room. There are many rooms like it, but that one is special. Good luck!

I tried to make a few simple rules which can interact in interesting ways. The core mechanic is weapons - there's three different ones (won't spoil it here) and they have "charges". If you ran out of charges, you cannot attack! I'm quite happy with how it turned out. It's not very difficult to win for a roguelike, but you'll very likely die a few times.

Controls - arrow keys.

Made using Pico-8.

Downloads and Links


Ratings

#55Fun3.88
#107Overall3.72
#233Graphics3.38
#279Mood3.17
#291Audio2.87
#331Innovation3.10
#357Humor2.25
#570Theme2.67
#1037Coolness42%

Comments

KonH says ...
Dec 12, 2016 @ 5:37am

Very retro game :)

caranha says ...
Dec 12, 2016 @ 12:33pm

The game was very sharp, I liked the rogelike action a lot, specially without the option to skip turns.

That said, the game could have used a little bit more feedback. Sometimes I was surprised that my weapon had more charges than I expected, probably because I picked up a powerup that I had not seen. So maybe a blip or flash when you picked up a powerup would have been great. Also, it was not very clear what the different monsters were capable of -- maybe you need to telegraph their abilities a bit more to the player.

Roguelikes are all about information :-)

Great game, though!

Artsicle says ...
Dec 12, 2016 @ 12:48pm

Very fun! Its like superhot!

pkenney says ...
Dec 12, 2016 @ 1:04pm

I like this a lot, there are a lot of good design calls, and the art and sound has a nice cohesive feel.

I enjoyed the amount that you let me discover mechanics for myself. When a game is this small, I like when it gets extra value out of letting you experiment to discover the rules as opposed to a hand-holdy tutorial.

Being unable to pass turns to let enemies come to me forced me to think ahead a bit more, as opposed to just bumping dudes, and the weapon charges gave it that classic RL feeling of "should I spend resources here or avoid the fight?" Many rooms I just carved enough of a path through to escape, but in others I would expend resources to clear and then harvest everything. The multiple exits from the room was also interesting - a nice fault-tolerant design that saves you from impossible RNG situations in a jam!

So good feel, lots of good design calls, and nothing that got in my way. Great job!

Is there a real ending, or have I won if I get past the numbered levels to where it just says "the room"? My strongest "build" was with the wand, I really enjoyed that feeling.

Asturk says ...
Dec 12, 2016 @ 1:06pm

Really enjoyed the retro style of this game, and the dificult of this was on point. Really loved this, great job!

mitkus says ...
Dec 12, 2016 @ 1:38pm

To pkenney - yeah, you can actually win by doing something in "the room". Thanks for comments everyone!

justinooncx says ...
Dec 12, 2016 @ 5:18pm

Despite the simplistic art, the gameplay had quite a bit of depth to it! The mechanics were quite engaging, and it had a strategy-puzzle feel to it. Very good entry, well done!

SeaDads says ...
Dec 13, 2016 @ 12:10pm

Really liked the depth of the movement mechanic, trying to lure guys in so you could strike them without being hit was quite challenging! The simple yet clear art was nice too. Great job!

Mikel says ...
Dec 13, 2016 @ 12:15pm

Nice mini rogue-like. Simple. but kept me replay after replay to see new weapons :-)

denycetm says ...
Dec 13, 2016 @ 12:18pm

Always been interested in doing a pico-8 project myself. Good tension in each room. I had some problems knowing how many times I could attack before my weapon broke. Also couldnt tell the difference between the sword and the pick axe. Some more contrasting colors might make it easier to see what is in the room.

TiByte says ...
Dec 13, 2016 @ 4:25pm

Absolute lovely style and feel to the game.

erikiene says ...
Dec 13, 2016 @ 4:25pm

A very fun, polished game, good work!

Also, good to see fellow countrymen participating in LD.

BoneDaddy says ...
Dec 13, 2016 @ 6:17pm

Really cool. First PICO game I've seen for this jam. How many levels are there?

martincohen says ...
Dec 13, 2016 @ 6:25pm

Again a tiny thingie! I love tiny pieces like this one. The bastards got me, but I won't give up!

springogeek says ...
Dec 13, 2016 @ 8:52pm

I love it. Its simple, but elegant. I made it to room 15 or something before i found enemies immune to the crossbow, and I didn't realise until too late.

*favourites in splore*

bodsey says ...
Dec 14, 2016 @ 11:08am

It's nice! Crossbow is cheated xD

rogual says ...
Dec 14, 2016 @ 1:01pm

Great game. It feels really well-designed, focused and cohesive. Great choice with the zugzwang making you think things through a bit. I wasn't sure what difference the blue enemies made.

The weapon system -- I'm not sure how it works. Sometimes it seems the weapon didn't use a charge when it should, or that I'd automatically get another weapon after exhausting one. Maybe I'm imagining things.

My record is room 11, but I will be revisiting because I want to see the rest of the game. I've only found the sword and the laser pickaxe so far.

impbox says ...
Dec 14, 2016 @ 2:23pm

Nice roguelike, I thought the progression was really solid. Was unsure about the different weapons, seems the bow is always better than the sword? I saw the other weapon but didn't manage to pick it up. Enjoyable!

qbicfeet says ...
Dec 14, 2016 @ 3:14pm

Very simple yet satisfying roguelike. I like the weapons mechanics and how they force you to really think ahead.

rogual says ...
Dec 14, 2016 @ 4:29pm

Wait, the white dots are ammo?! THIS CHANGES EVERYTHING.

mitkus says ...
Dec 14, 2016 @ 6:11pm

Thanks you for comments everyone!

To answer your questions:

@BoneDaddy - there are only 16 rooms. It makes the game kind of short, but I like being able to beat it in 10 minutes, there's not that much content after all!

@springogeek - enemies immune to crossbow sounds like a bug. At least I didn't intend to make them immune and never encountered it myself. Please tell me if you see them again! Or was it a guy with red eyes? He's not immune, just a bit more ... persistent.

@rogual - blue enemies charge your weapon up. Hope knowing that helps to clear up weapon confusion!

@impbox - yeah, the weapons get somewhat better over time. Usually I tend to use sword in rooms 2-7, then crossbow in ~8-13, then the last weapon. There's still plenty of situations where you're out of charges and it makes sense to pick up a weaker weapon though.

Dec 15, 2016 @ 9:58pm

Very nice! It is interesting to investigate how each weapon works. Not sure I understood how enemies differ each other. Good luck!

Remicy says ...
Dec 16, 2016 @ 7:43pm

I'm a big fan of roguelike games, and this is very fun! The weapon mechanic is cool.
I really enjoy this one, great job!

Alexbrainbox says ...
Dec 17, 2016 @ 12:50am

A nice pico-8 entry :) It was quite difficult and I found the pickaxe but I didn't really figure out what I needed to do with it.

batmanasb says ...
Dec 17, 2016 @ 9:39am

I ran into a runtime error once, probably should have taken a screenshot of it for you... woops :/

I'd say it's a solid roguelike with simple yet hard to master controls and mechanics. Although I never did understand how to properly use the staff, nor how exactly durability worked as it seemed to go down randomly sometimes.

SamH says ...
Dec 17, 2016 @ 2:22pm

I managed to make a screenshot of the runtime error, if it can help: http://i.imgur.com/ItdtPpV.png

SamH says ...
Dec 17, 2016 @ 2:41pm

206 steps! A nice little game with a good learning curve and difficult but not too punishing. Good that you can move diagonally :-) The weapon mechanics end up working well, they’re pretty balanced (though after some runs I stopped taking the sword and just rushed through until I got the crossbow). It’s maybe missing some visual or audio feedback in some situations; for instance, when a character moves, you could render the sprite at intermediate positions for one or two frames, so that it’s more obvious which way they moved. I had also trouble understanding whether I was having any effect on the new character in the last room.

There was also a minor bug when my character would sometime spawn over a wall.

Dec 17, 2016 @ 5:51pm

Really impressive how deep the strategy is with such simple mechanics. Way to keep to simple and not too challenging. Was a really fun compo entry.

SkullPixel says ...
Dec 17, 2016 @ 9:17pm

That was pretty fun! It'd be cool to see if there could be ways to delay enemies so that you can kill them more easily. But still, congratulations on a good game!

Karai17 says ...
Dec 18, 2016 @ 9:16am

Fantastic job! It might have been nice to have a "don't do anything for one turn" so I could hit the enemies first, but other than that, a really solid game! I really enjoyed it!

~josefnpat

Vadim Ivshin says ...
Dec 19, 2016 @ 11:33am

Nice combination of puzzle and roguelike genres, thanks!

Dec 20, 2016 @ 9:46pm

Really nice little game! I included it in my compilation video series of the Ludum Dare 37 games, if you’d like to take a look. :) https://youtu.be/_uiGr8frPv8

wowods says ...
Dec 23, 2016 @ 11:07am

I never thought this made by pico8. It really good game to play... :)

mortus says ...
Dec 28, 2016 @ 6:00pm

Really cool little game! It's a lot more complex than you may think when you first see it.

You must sign in to comment.


[cache: storing page]