The Amazed Rogue by UntitledQ
Another case of ambition over reason. This was going to be a simple roguelike set in a dungeon consisting of multiple overlapping planes. It turned out to be a quite passable maze simulator as most items and enemies didn't get implemented.
Move around with WASD or arrow keys, shoot lasers with space, and use the number keys to switch to a certain plane once you have collected the appropriate plane switcher item.
Navigate the randomly generated rooms and corridors, gain access to deeper planes, find each stage's exit (circle on the ground) and finally reach the boss plane (plane #5) to claim the rather vacant dungeon!
Avoid bumping into the spiky lethargic mobs (shoot them if they're in your way).
Known problems:
- The key to the left of the '1' key does not register on some keyboard layouts and configurations. You can use the 'Q' key as an alternative.
Assembled in Visual Studio, paint.net and Genetica using C++, OpenGL, SFML 2.1 and Box2D.
Move around with WASD or arrow keys, shoot lasers with space, and use the number keys to switch to a certain plane once you have collected the appropriate plane switcher item.
Navigate the randomly generated rooms and corridors, gain access to deeper planes, find each stage's exit (circle on the ground) and finally reach the boss plane (plane #5) to claim the rather vacant dungeon!
Avoid bumping into the spiky lethargic mobs (shoot them if they're in your way).
Known problems:
- The key to the left of the '1' key does not register on some keyboard layouts and configurations. You can use the 'Q' key as an alternative.
Assembled in Visual Studio, paint.net and Genetica using C++, OpenGL, SFML 2.1 and Box2D.
Ratings
| Coolness | 45% | 1426 |
| Overall | 3.31 | 446 |
| Audio | 2.13 | 843 |
| Fun | 3.15 | 456 |
| Graphics | 3.12 | 545 |
| Humor | 2.44 | 480 |
| Innovation | 3.29 | 458 |
| Mood | 3.05 | 508 |
| Theme | 3.42 | 430 |
Fixed it by adding the name on the US keyboard, but that means people using other layouts may still experience difficulty.
I'm not sure how interested the speedrun community would be since there's a good chunk of randomness to the map generation...
I have one suggestion, which is to choose the floor colors to more clearly distinguish between can-switch-planes versus cannot-switch. I realize different colors already aim to do this, but I easily forgot which color meant what. I suggest, for example, making cannot-switch-planes floors be something simple like a matte black, and then can-switch floors all be something more interesting and colorful.
It would be cool to see what happens if you keep working on this!
The mechanic is really cool, and somehow despite the complexity of the maze with multiple planes, I always seemed to find my way to the goal, which is yay.
I really like it, just maybe some AI, but not an obligation!
Oh yeah and sounds are needed, but it is an awesome game! :)