small World of Underbury by Listonos
small World of UnderBury is a console game :thinking: which puts you into the shoes of recently dishonored young gentleman. You embark on path of full crime, nasty deeds and wicked intentions :smiling_imp: . Your honor won't be restored but those responsible will pay with blood.
Controls: Keyboard only (unless you count mouse scroll)
Links
Downloads
Edit: After spending a few hours trying to figure out what's wrong with the Linux version I give up. .Net Core is really hard to make work on Ubuntu.
Edit2: OS X build is most likely busted as well.
Source codes
^ I have written a .Net Core library specifically for console games which I have used for this game and plan to improve on it based on this crazy weekend first use. Check it out :wink:


^ About to beat the game around day 137. Hazel was on killing spree.
Ratings
| Overall | 190th | 3.5⭐ | 26🧑⚖️ |
| Fun | 196th | 3.333⭐ | 26🧑⚖️ |
| Innovation | 199th | 3.333⭐ | 26🧑⚖️ |
| Theme | 521th | 2.333⭐ | 26🧑⚖️ |
| Humor | 230th | 2.667⭐ | 23🧑⚖️ |
| Mood | 205th | 3.273⭐ | 24🧑⚖️ |
| Given | 28🗳️ | 43🗨️ |
`Error: assembly specified in the dependencies manifest was not found -- package: 'microsoft.codeanalysis.common', version: '1.3.0', path: 'lib/netstandard1.3/Microsoft.CodeAnalysis.dll'`
Email me at steve (at) steveasleep.com if you want to do a debugging session. I don't mind trying to build from source if the tools are open source.
That being said, as opposed to other LD games, I usually post when I am done with them and my intention is to get a drink and keep at this for a while longer.
I guess that bodes well for it <3
Generally not fond of text-based games, but this seems like it had potential if you developed it more. Nice job!
I can totally see the console input being immidiate "no thanks" for some players. Personally I find this whole terminal world intriguing and combining it with games is something I would love to explore more.

After all, I finished the damn thing :wink:
After finishing it I will say that there aint much to do when everyone is dead. I ended up spending the last 40 days trying to kill the Earl over and over until RNG finally allowed it to occur. Lots of enddays once I had enough hustle money saved up
@ilseroth The idea is that you leave enough people alive to farm slander, defame Earl to the max and train one person in killing. After all that, you have like 95% chance of success :sweat_smile:.
@szczebel1995 I was a little worried about overly-complicated "controls" so it's good to hear that the explanation was satisfactory. I will write down to improve graphics next time :grin:
Anyway it's still an impressive amount of work, too bad it's too intimidating to really get into.
A few notes that would make it nicer.
- It would be great if the autocomplete could ignore case (maybe hitting tab multiple times to cycle through possibilities if there is overlap)
- Changing a word in the middle of a command is impossible. After using the up arrow command, and the the arrow keys to backspace to change the crew member for instance, the backspace key adds characters instead of letting me delete that part. Would be nice to be able to edit small parts of commands.
- Using respect and slander is confusing. maybe it explained it at the beginning, but that was a long time ago and I forgot.
- Minor thing, a failed eavesdrop responds with "Clara did not *overheard*..." should be "Clara did not *overhear*..."
This is a very ambitious game. Get a few of the small things worked out and it will be very good. If I had one complaint, it would be that it gets a bit tedious with the same few commands over and over again, with all the typing. But if it were buttons it would be too easy to just click through it and not really read. Very well done.
- Better auto-complete is definitely something I have on the radar. At the very least, I will list options on second hit of tab - Linux style). Case ignore is a good idea.
- The backspace and delete being broken, yeah I know about, that's a bug, will fix for the next time.
- Slander is just currency for defaming and respect is overall score of your "crime abilities" - making every action more likely to success.
- There will always be at least one typo :sweat_smile:
Yeah repetition and tediousness is something I have observed myself, I do see a good way out of it with the current gameplay and sticking to console. I will keep it in mind for the next project.
Here's some notes:
- it's too hard to kill the boss at the end. Based on the story I expected his stats to weaken when you killed the Barons, etc. In the end it's just too much spamming
- the slow text is a cool effect but wears thin by the end of the game
- I'd like to see more risk/reward dynamics
- What about adding a more nethack like interface so you can always see gold, status, etc.
- I'm so glad Tab was implemented
- A web gui would make the game more accessible
It's a great start! I'd like to see it expanded
Some thoughts for improving the pacing of it:
First, I didn't notice much of an increase to the rewards when moving up the various tiers of society. More scaling there might help accelerate the game's later stages.
Second, I felt like the kill command was somewhat disappointing, only granting you reputation and experience. I would have preferred it if killing was harder, but caused damage all the way up the tree when it happened. Perhaps equal to the resistance ranks of the victim divided by the tier of their superior? To me that would feel like taking out one of their assets.
Finally, beat seemed a little bit underwhelming too. If that caused damage to the target too, and was riskier, it might be more fun to use.
Overall, I was very impressed with this game though!
* I agree, I had plan to weaken the boss significantly based on his minions deaths and I just did not get around to it.
* I will keep the text slowness in mind and speed it up next time. I also plan to have an option to turn it off completely.
* Permanent display of certain stats/information is an idea I have toyed with but decided not to go with at the end. It's a little complicated to implement (which is no excuse) and takes away a little bit of "atmosphere" of the overall console only game.
* Tab is indeed crucial :wink:
* Believe me, Web GUI is something I have considered on many occasions. The decision not to go with it might haunt me in the future but it's just something I am not interested in getting to. Mostly to do with JS and rewriting the entire library. I want to stick with C# and console and rather push cross platform support even if it's a little painful process.
I'm glad you liked :innocent:
* Pacing issues is something I have observed myself when testing, definetely agree on this one.
* Kill command being weak is a good point. You are right it should have been stronger.
* Damage is interesting idea for beat, the other options might have been give it a cooldown and affect other lords as well.
Thanks for playing and a very welcomed feedback.
I did feel like I really wasn't sure what I was doing for most of the game. It would have been nice to have a tutorial that walks you through the different actions and how they affect the game.
It's definitely no the easiest game out there but hopefully that's part of its "charm".
Thanks for checking it out :heart: