RougeLike revolves around a set of four skills. The game, like most of my projects, is endless. It is also randomized, so each battle is different. It's a bit random but I found it pretty fun to play. It's also a little confusing at first, so read the help messages!
You'll probably have a lot of questions, so I encourage you to comment them for me to answer. The game is a lot better when you know how to play!
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August 19, 2018
It's great! So polished... All it needs is just more variate stuff like random events... And it's gonna be a gem :)
March 08, 2017
Nice update. (:
March 08, 2017
Thanks! Nice artwork.
March 08, 2017
I like that you're still updating this, it's really good. You should add saving (unless it was a glitch that it didn't save) and I don't see any reason to continue exploring since I get autohealed when I stop and there doesn't seem to be any additional reward, maybe add exponential rewards for exploring a certain amount in one go or something. Also, the Explore button doesn't seem to work perfectly, I have to touch in a specific spot.
March 08, 2017
Thanks! For each path explored in a single adventure you get 5 more XP. This reward isn't "amazing" but it's something. You can see how much extra XP you've been rewarded at the top of the rewards screen.
The explore button is due for a change! Working on improving all graphics and smaller bugs.
Unfortunately saving seems like it'd be much too hard to do. I've tried it before and I'll try it again soon but there's just too many things to save.
March 08, 2017
But the extra space is till just 5 per path though, isn't it? Exploring a path, then leaving, then coming back would give the same exp as just doing 2 in a row, wouldn't it? Saving might be a bit of effort but it would be nice.
March 08, 2017
I was thinking of rewarding a chest for exploring 5 paths in a row or something to that extent. I'll come up with something right away.
I'll have to play some saving tutorials and make sure to get a saving mechanic working soon. I'm currently trying to make the game more enjoyable to play with more complex mechanics and more modes/things to do.
March 05, 2017
Love the game!! But the enemy's are nothing at all but names. I can make you some pixelated graphics if you want me to. I all need is some sketchs of them
March 05, 2017
I was thinking about putting some icons of enemy characters but I didn't think I could do it. That would be awesome if you could do that. How would you send me them? Over email, or is there a better way on Hyperpad?
March 05, 2017
I don't know but my email is drlance.lr@gmail.com
March 05, 2017
Okay. I emailed you. Email me back if you're still interested
March 06, 2017
You could also use the private messaging feature on the forum :).
March 06, 2017
Oh, I'll use that in the future.
November 27, 2016
Awesome game!
November 27, 2016
Thanks!!
November 19, 2016
Really cool! I played for about 5 minutes, and I noted how smooth the game worked, its simplicity, and organization. The concept isn't really shining through, and should be expanded upon to make the game slightly different from the classical rogue-like. Good job!
November 20, 2016
Thanks! More is sure to be added!
November 21, 2016
Yay!
November 19, 2016
It's pretty good. It did become repetitive after a while though, and there were a few bugs. Having a higher defence than the opponent's attack heals you when you block, and I somehow tapped the defence up with skill points with 2 fingers, causing it to be more than my health. Also, it doesn't get harder.
November 20, 2016
Enemies with less attack than your defense is almost like finding a special health potion in other Rouge-like games. It's meant to be there. I'll try and fix the skill square bug.
The game gets harder if you don't keep exploring the green paths. Move onto the orange or red paths.
November 20, 2016
I ended up having over 10000 health and killing every enemy in one hit. Once I got my damage to ~900 I was even able to kill the 9999 ones where I'm supposed to just survive. I played it for quite a bit trying to figure out if there would be a boss or an end or something like that. It's still pretty good, but it never felt like it was harder than the start.
November 20, 2016
Wow. You even played the red paths? The red ones conform to your level the most. I'll definitely work on this. A boss fight could also be a good idea.
November 20, 2016
Never mind. I completely get what you mean with defense being higher than the opponent's attack. Thanks so much for brining that to my attention.
August 01, 2016
I can help you create a save function for your game. Take a timer behavior and attach a get label behavior and a save value behavior. Have the Save Value behavior save the get label result. Next to that place a bundle behavior and attach a load value behavior and set label behavior. Have the Load Value behavior load the Save Value behavior and have the set label behavior set the label to the result of the load vaule behavior. Repeat these behaviors in labels you want to save the data for. I hope this helps!
August 01, 2016
Thanks! The way I usually save is far more complex than that. It'll be added shortly.
August 01, 2016
Your welcome! I came up with this strategy myself, but ive seen far more complex way to do it. Work smarter, not harder
August 02, 2016
I tried to add a saving feature, but it didn't work. You can branch the project and look in global behaviors. That's where I put the saving properties.
August 02, 2016
Dude, thats easy. You forgot to put the behavior bundle and attach the load to file behaviors to it
August 02, 2016
Oh, okay. Do I attach them first, second, or next to the set label behaviors? Thanks so much.
August 03, 2016
Attach the load from file behavior and the set label to the behavior bundle. Your welcome!