Rogue Basement by Steve Johnson
A silly wizard has opened a portal to the Nethervoid in his basement. You must clean it out.
Rogue Basement is a very simple roguelike. Its distinguishing features are:
There is only one level, but there is still progression
An experienced player can win in less than 10 minutes, but it still has a discovery process for new players
A pretty decent soundtrack that changes with the environment
A full experience with the game will probably take between 15 and 45 minutes, depending on much of a completionist you are.
GAMEPLAY NOTE: You can melee monsters by walking into them. I somehow forgot to mention this in the manual.
ADDITIONAL GAMEPLAY NOTE: Due to an amusing bug, the map renders 4 times. If you think the exit is inaccessible, you're probably just looking at a mirage.
There is a post-compo build that fixes those bugs and adds FoV. It's more fun!
- OS X & Windows downloads
- Online manual
- Source
- Original soundtrack (free!)
- Development progression screen shots
- Video dev log playlist
- Design and implementation analysis article


Bugs fixed post-deadline
These are all in the spirit of the rules, i.e. minor unintentional stuff that takes a single line or less to fix. No changes to monster data.
- Fixed typo which caused game to be super easy: 'strenght' -> 'strength'
- Fixed exit stairs placement
- Fixed health bar not updating after a heal
- Fixed crash when throwing a rock at an enemy who is adjacent to you
- Fixed crash when starting a second game in the same session
- Improved performance; gets better frame rate and uses less CPU
Ratings
| Overall | 135th | 3.667⭐ | 47🧑⚖️ |
| Fun | 179th | 3.409⭐ | 46🧑⚖️ |
| Innovation | 379th | 2.841⭐ | 46🧑⚖️ |
| Theme | 398th | 2.977⭐ | 46🧑⚖️ |
| Graphics | 374th | 2.932⭐ | 46🧑⚖️ |
| Audio | 24th | 4⭐ | 44🧑⚖️ |
| Humor | 157th | 3⭐ | 42🧑⚖️ |
| Mood | 94th | 3.659⭐ | 43🧑⚖️ |
| Given | 46🗳️ | 60🗨️ |
* "The rock hits the rock." (I skillfully deflected an enemy-thrown rock with a thrown rock of my own)
* "You hits the rock." (my own rock, right after I threw it)
* "You hits the rock." (I skillfully deflected the rock thrown by a beefy wibble, with my bare fists)
* "Oof!" (As I walked straight into a wall, but quickly recovered as if nothing had happened)
* "The rock hits you." (I threw a rock and walked into its path)
* Feeling like I'm The One dodging rocks left and right
* Luring unsuspecting enemies into the hallway and then unleashing a laser beam of rocks at them
Something I missed was seeing a new ASCII letter and wondering "hm, what is this new creature I have never seen before?" And then realizing it was an 8-foot tall yeti who just decimated half of my health. In this game I saw 8 distinct varieties of monster, but only 2 truly different species. Then again, introducing too many different monsters might have over-encumbered a game that aims to focus on one mechanic.
I love that you focused on a single mechanic and made it fun to play. I enjoyed the chess-like dance that combat calls for (as I do in Rogue), and using the rocks to cover my options was a favored strategy of mine. The last time I did Ludum Dare (33 I think?) I tried to isolate a Rogue mechanic as well (the ricocheting spell bolt) but I didn't get a fun game in the end. This game is fun! And the color and aesthetic is lovely. Good job!
I also found the basement theme a really cool twist on the "Small World" theme.
Took me a couple moments to find my `@` when I first loaded the game, but that's a product of a visual impairment, not your game.
Thanks for the game <3
Great music too! The AI was impressive, it made the enemies feel alive. (Those damn wibbles always running away haha)
The soundtrack fits perfectly too, love the piano tracks :)
If I have to complain about something, I could see adding a mention in the manual about melee attacks for anyone not familiar with roguelikes. I'm also not sure about the healing hallways working for an unlimited number of uses. It takes away from the difficulty a little bit and encourages the player to backtrack through a big chunk of cleared rooms if you take a lot of damage.
All in all this was great. I'm a bit curious about the use of color for the rooms; I always felt like I was in a weird state of being lost yet like I had an inkling of what direction I ought to be going. Was there some logic to the coloring that I only subconsciously noticed that guides you towards the end?
The map is divided into 4 quadrants, and each quadrant has a distinct color. Maybe that's why you didn't feel totally lost? Also, because of how I generate the rooms, the connections between them are actually largely the same across games.
Your point about infinite hallway heals is apt; it's a feature I added very late in the game, because I wanted to skew toward the easy side. In Ludum Dare judging, people often don't have the time/energy/motivation to get through a hard game. If I were releasing this 'for real' I would remove hallway healing completely and add consumables instead.
"Roguelike" partly means "hard but rewards repeated play." That's at odds with the time constraints of both implementers and players. I was just happy to have decent tactical combat!
The interesting and most enjoyable thing is to think how to move and where to throw rocks
Perhaps a little bit of background story (as in many roguelikes) would make this game even more interesting
Just played your game a bit. Props on you for using Pygame! I love pygame. :) Used it myself during LD36. Really like that you included multiple background songs. Also throwing rocks that can be used by your opponents is interesting. My only real issue with the game is that you can walk into your own rocks which makes them a lot harder to use. Also the enemy AI always seems to pick the most optimal choice so sometimes it seems impossible to hit them. Overal pretty good entry. :)
Agreed about the rocks, totally unintended simulation behavior. :-)
It could have more variety, but not for a compo version, I guess. Also rock throwing mechanics was pretty confusing, I didn't fully understand how it actually work at the end.
Haven't played too many roguelikes so not much to compare it to, but I'm guessing its all the classic stuff. Sort of felt like my rocks should go faster to give them a bit more advantage over melee, not sure i ever managed to hit anything with them. Music was excellent though, it was the highlight for me.
https://www.youtube.com/watch?v=8iJfrvw7wWA