Towering Inferno by tenpn
You are a fireman trapped at the top of a burning skyscraper. You have only your axe and some water.
Get to the exit, taking as many helpless bystanders with you as possible. The fire is already spreading...
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Towering Inferno is a roguelike firefighting game where water and fire interact in interesting ways. You can never extinguish the flames, but maybe you can control them, and escape the building.
It was written in C++ with libtcod. You can find me on twitter @tenpn, and the devlog for this game is online at http://tenpn.tumblr.com .
To run, you'll need to install the Visual C++ runtime: http://www.microsoft.com/download/en/details.aspx?id=5555
EDIT:
Man! A typo on the GUI suggests that you should use the A key to activate it, but it's actually the X key.
Get to the exit, taking as many helpless bystanders with you as possible. The fire is already spreading...
---
Towering Inferno is a roguelike firefighting game where water and fire interact in interesting ways. You can never extinguish the flames, but maybe you can control them, and escape the building.
It was written in C++ with libtcod. You can find me on twitter @tenpn, and the devlog for this game is online at http://tenpn.tumblr.com .
To run, you'll need to install the Visual C++ runtime: http://www.microsoft.com/download/en/details.aspx?id=5555
EDIT:
Man! A typo on the GUI suggests that you should use the A key to activate it, but it's actually the X key.
| Windows | http://dl.dropbox.com/u/13683832/ld48/toweringinferno.rar |
| Linux (ported by a third party, but identical source) | https://github.com/widget/toweringinferno/tree/master/toweringinferno |
| Source | https://github.com/tenpn/toweringinferno |
| Original URL | https://ludumdare.com/compo/ludum-dare-21/?action=preview&uid=1921 |
Ratings
| Coolness | 1% | 311 |
| Overall | 3.63 | 46 |
| Audio | 1.00 | 371 |
| Community | 2.57 | 231 |
| Fun | 3.40 | 59 |
| Graphics | 2.32 | 352 |
| Humor | 1.33 | 389 |
| Innovation | 4.20 | 9 |
| Theme | 4.00 | 14 |
What about the axe didn't work? It should take 3 hits to dismatle one wall tile, and you need to stand next to the wall tile.
Thanks for the feedback about difficulty - the only concesion to the random nature of the procedural generation is that fire is not allowed to appear in the exit room. Didn't have time for any thing else there. Something to work on.
Please can you try again with that and let me know if that fixes it?
I wish you had more time to add some fire spawn logic, as I found it was totally random if you could beat a level or not. There were instances were I spawned in a room with all of the fire start locations, and relinquished them with a water bomb and I could walk wherever I wanted. On the other hand, there were times where both fire spawns were in rooms adjacent to the exit and I spawned across the map, so there was no hope of me ever making it out.
Anyway, I love what you did with it and had a ton of fun. I liked making decisions about how many people to save before I got myself out instead. Felt bad to leave them behind. ;)
But altogether a great idea. Please work on it some more, so it isn't just luck if a level is beatable or not. :-)
I have been continuing work on it and you can get a latest version at the source link above. This has rewritten civilian AI, and some work on stopping fire being generated too close to the exit.
I've also made the new level generate the entrance at the same point as the exit of the previous level, which should make it easier to find the player but am planning at some point to make the exit flash so that's not so hard to find.