Dauntless by Luthwyhn

[raw]
made by Luthwyhn for LD31 (COMPO)
Dauntless is intended to be a Rogue-like game which also draws inspiration from Gauntlet. You begin the game in a room with a special door. What's so special about it, you may ask? It's the only door that will let you out of this dungeon maze! It's also the only door that has been locked! The key is hidden somewhere in the dungeon - find it, bring it back to the door, and escape! (For this version I've made the Key's location known from the start of the game to help make up for the added difficulty of no Armor/Use Items)

Protip: You start with a weapon in your inventory. Equip it with the Use key! (C)

Key Features That Work:
-Dynamic map generation
-Snazzy HUD
-Player Character who can do things! YEAH!
-Functional inventory system
-Dynamically generated Weapons! KYAA~!
-Enemy Monsters who can kill you and be killed by you!
-A working victory condition!

Key Features That Don't Work Yet:
-Destructible Monster Spawners
-Armor! Usable Items!
-Level-Up system
-Traps!
-Variable movement speeds
-Running attacks
-A scrolling message area to tell you what's going on!
-...and More?!

Ratings

Coolness 66% 3
Overall 3.05 711
Fun 3.03 621
Graphics 2.58 887
Humor 2.39 626
Innovation 2.49 961
Mood 2.36 993
Theme 3.58 592

Feedback

justinooncx
08. Dec 2014 · 17:28 UTC
Not bad~ I have a soft spot for procedurally generated dungeon crawlers like these. Wish I knew how to do something like that.
SneManden
08. Dec 2014 · 17:28 UTC
I really like the concept of a pure text-based game. The interaction with enemies were a little confusing though? Do I automatically attack enemies with the selected weapon? Or did me spamming the "inv use"-key have an effect? If so, why do i swap weapon and attack with the same key?

Overall though, really great contribution :)
oskardevelopment
08. Dec 2014 · 17:33 UTC
Nice retro feeling and cool with the procedural generation. A tad confusing though, took some time before I figured out what was happening.
rd127p77
08. Dec 2014 · 23:52 UTC
This game is awesome, really love the use of the theme
nine baobabs
09. Dec 2014 · 02:26 UTC
Very pretty. Good color choices and nice, soft font rendering. The look reminds me of Brogue which is one of the best looking ascii roguelikes I've seen. I like how you've done a radius of light around the player here.
pvtroswold
09. Dec 2014 · 02:34 UTC
Nice job! I like the Cave Story-esque weapon scheme :) and simple controls for a Roguelike!
el-pepi
09. Dec 2014 · 03:24 UTC
I enjoyed it. Nice controls, also I love the randomly generated stuff.
That scrolling message thing would be really useful.
bobismijnnaam
09. Dec 2014 · 17:58 UTC
A solid game! The ludum gloves are pretty awesome haha. Controls feel a bit clunky but I'm not a practiced ascii-roguelike player. I like how you implemented the inventory, and the line of sight stuff makes moving around the map look smooth. It's kinda unclear how strong the enemies actually are, and running away is also pretty much impossible xd
Groydis
10. Dec 2014 · 10:34 UTC
Not the hugest fan of this genre, But this is a sold game. Good Work.
peterthehe
10. Dec 2014 · 17:56 UTC
Nice old-school feel :) Great game
becker929
10. Dec 2014 · 23:56 UTC
I do like these text-based games. However, I unfortunately wasn't able to figure out how to attack enemies :[

I tried just running into them over and over but I died.

Good job anyway tho ;D
Hempuli
11. Dec 2014 · 01:30 UTC
Pretty bare-bones at the moment, but works really well! I wish I could see some information on the enemies. Found a staff of the master-something (the name went off the screen) which decimated every enemy. Keep working on this :)
wer2chosen
11. Dec 2014 · 02:21 UTC
Good game, enjoyed it, I like old school and this is real old school! :-}
ZNCatlaw
11. Dec 2014 · 02:37 UTC
Hmm... needs more feedback for sure. At first I was very unsure about how to attack enemies, even though I am familiar with the genre. The inventory system, with equipping, swapping with floor, and holding items in inv is pretty confusing too. Why not have items just jump into your inventory slot, and give players the ability to put them down. Also, a message like "wow, a katana!? Baller!", and "you _*_*DEVASTATE*_*_ the xenomorph for 12 pts of damage" would be nice.

Nice rogue-like implementation though! I mean, with a base like this you could totally go any direction. Have you played any of the 7 day rogue-likes? Possessed, in particular, is a great one. Also Pyramid from, like, LD 26 is amazing.
Hoothoot
12. Dec 2014 · 12:26 UTC
Really enjoyed it! Well done!
OddballDave
12. Dec 2014 · 12:30 UTC
I like simplified roguelikes and this one is well implemented. I'd echo the requests above for more feedback on the players actions. Good stuff.
okkolobr
14. Dec 2014 · 16:30 UTC
Ascii rules !
srakowski
17. Dec 2014 · 04:05 UTC
Very nice, classic rogue like. I will probably draw some inspiration as I flesh out my own :). What technique did you use for generating the dungeons?
maxmetallica
29. Dec 2014 · 21:12 UTC
nice work