Quest^3 by angryshroom
Tips (Read if you're having a difficult time):
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-Potions can be (and always could be) used AT ANY TIME.
-Every item increases your fighting (and some fleeing) chance.
-In the beginning, your fighting chance will be 15% less than your fleeing chance.
-Fortresses and Towers are difficult, so be prepared (with potions) before you go.
-Massing potions, and deciding when to fight or flee are very important.
-Dying a few times is normal. If you really are completely lost, head for a Fortress to get your first item.
Theme Integration:
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The whole 'Tiny World' theme is part of the fact that the cubic world is tiny, and that its basically on top of a Rubik's cube. This is just what came to mind when I thought of 'Tiny World'.
General Notes:
--------------
Instructions are in-game.
No sound. I didn't have enough time to generate and implement it as I actually just finished. :(
Development Notes:
------------------
-I didn't use any libraries really, I just used whatever is offered by HaXe (which is open-source).
-I did use some base code, though they were extremely simple . I actually ended up discarding most of them and rewriting them during the compo anyway.
-I used someone else's free-to-use font. There are no specifications with personal vs. commercial use, but here is the pool of fonts I got it from, and it's creator's profile: http://www.dafont.com/max.d967
Gameplay Notes:
---------------
-When the map moves, it always moves upward so you know what's next.
-More potions = not failing.
-Its not a very long game, and figuring out where the items are comes from exploring, really. The village shop will give you some hints after you buy *hint hint*.
-It has been confirmed that the game is DIFFICULT, but not impossible! ;) Play the [Updated] version for a (hopefully) easier time.
-Be wary that if any bugs exist (I think I managed to pick up most, if not all of them :D), they will exist in both the [Updated] and [Original] version.
-I would really appreciate if you played the [Original] Web link first, primarily because that is what I believe I should be judged on. Not much difference exists except what's listed in Post-Compo Notes.
Post-Compo Notes:
------------
-Found out the Windows version is sort of due to some things I hadn't considered with compile targets. Opt to play the Web link rather than download the Windows version, at least for now.
-I took the comments below into consideration and made the game somewhat easier (I hope) in the [Updated] version.
-I made the text on the signs for OK and Yes/No lighter and easier to see.
----------------------------------------------
-Potions can be (and always could be) used AT ANY TIME.
-Every item increases your fighting (and some fleeing) chance.
-In the beginning, your fighting chance will be 15% less than your fleeing chance.
-Fortresses and Towers are difficult, so be prepared (with potions) before you go.
-Massing potions, and deciding when to fight or flee are very important.
-Dying a few times is normal. If you really are completely lost, head for a Fortress to get your first item.
Theme Integration:
------------------
The whole 'Tiny World' theme is part of the fact that the cubic world is tiny, and that its basically on top of a Rubik's cube. This is just what came to mind when I thought of 'Tiny World'.
General Notes:
--------------
Instructions are in-game.
No sound. I didn't have enough time to generate and implement it as I actually just finished. :(
Development Notes:
------------------
-I didn't use any libraries really, I just used whatever is offered by HaXe (which is open-source).
-I did use some base code, though they were extremely simple . I actually ended up discarding most of them and rewriting them during the compo anyway.
-I used someone else's free-to-use font. There are no specifications with personal vs. commercial use, but here is the pool of fonts I got it from, and it's creator's profile: http://www.dafont.com/max.d967
Gameplay Notes:
---------------
-When the map moves, it always moves upward so you know what's next.
-More potions = not failing.
-Its not a very long game, and figuring out where the items are comes from exploring, really. The village shop will give you some hints after you buy
-It has been confirmed that the game is DIFFICULT, but not impossible! ;) Play the [Updated] version for a (hopefully) easier time.
-Be wary that if any bugs exist (I think I managed to pick up most, if not all of them :D), they will exist in both the [Updated] and [Original] version.
-I would really appreciate if you played the [Original] Web link first, primarily because that is what I believe I should be judged on. Not much difference exists except what's listed in Post-Compo Notes.
Post-Compo Notes:
------------
-Found out the Windows version is sort of due to some things I hadn't considered with compile targets. Opt to play the Web link rather than download the Windows version, at least for now.
-I took the comments below into consideration and made the game somewhat easier (I hope) in the [Updated] version.
-I made the text on the signs for OK and Yes/No lighter and easier to see.
| Web [Original] | http://cl-17.com/pages/gamepages/ld23.html |
| Web [Updated] | http://cl-17.com/pages/gamepages/ld23updated.html |
| Windows | http://cl-17.com/filedump/LD23.zip |
| Source | http://cl-17.com/filedump/LD23-Source.zip |
| Timelapse | http://youtu.be/hzZ_9zm45Hs |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=3641 |
Ratings
| Coolness | 78% | 2 |
| Overall | 3.52 | 134 |
| Audio | 1.23 | 751 |
| Fun | 3.23 | 199 |
| Graphics | 3.66 | 144 |
| Humor | 2.10 | 504 |
| Innovation | 4.15 | 23 |
| Mood | 3.07 | 221 |
| Theme | 4.10 | 24 |
I had a hard time seeing the dark grey text on the slightly less dark grey background.
i liked it, i die a lot
Managed to go to the dark castle with 101 potions, and end the game with the... 101 potions ;)
Congratulations.
The concept is really addictive and I can see it become a way larger game. I tried the game like 12 times in a row despites the deaths.
I really like the concept though.
Love the cubic world that gets rotated depending on how you move, very clever mechanic. I wish the combat wasn't random, but that being said you implemented the system very well with the favoring of wins depending on loot. I only wish it was a bit easier to win these battles.
Quick to die, quick to get right back into it. Really good concept and a really good rogue-like. Really hard to read the yes/no text though. Your monitor must be brighter than the sun!
Regardless, it gets high marks from me.
anyway nice idea, with a rotation effect, sound and music could be a funny game
Fun game, it helps once you realize how the cube moves. Would like more descriptions though.
Other than the potion button, the interface is good and I like the way it's presented as a series of Yes/No questions. The random nature gives it a lot of replayability too!