Bullet Heck by equa
Roguelike mechanics! Massive walls of bullets! Fun shader effects! Totally 100% useful collectible items! Stairs! Goblins! All this and more if you download Bullet Heck! And if you call in within the next 20 minutes, we'll throw in a procedural level generator! That's double the value for 0% of the price!

Download for Windows || Download for Mac/Linux (requires Love2D to be installed)
Satisfied customers
This happy customer got chased down and eaten by two goblins

We even have shaders

Also collectibles

Ratings
| Overall | 297th | 3.732⭐ | 30🧑⚖️ |
| Fun | 372th | 3.518⭐ | 30🧑⚖️ |
| Innovation | 122th | 3.964⭐ | 30🧑⚖️ |
| Theme | 203th | 4.071⭐ | 30🧑⚖️ |
| Graphics | 581th | 3.483⭐ | 31🧑⚖️ |
| Audio | 637th | 2.786⭐ | 30🧑⚖️ |
| Humor | 494th | 3.04⭐ | 27🧑⚖️ |
| Mood | 504th | 3.385⭐ | 28🧑⚖️ |
| Given | 10🗳️ | 7🗨️ |
We also make our original. Mind to check it out: https://ldjam.com/events/ludum-dare/41/daxua
However, I do think that the game suffers from two problems:
- It is possible to be completely trapped at the start of a floor, if you check the wrong side of the room first and bullets show up that you can't get around. I think the main fix to this would be to show the walls, as previously mentioned.
- There doesn't seem to be a way to get away from the goblins, which to me seems to mean that goblins could easily trap you similarly to the wall problem. Maybe it should be possible to see where goblins are at all times? Or maybe they should be killed by bullets--I managed to get one in the same square as a bullet, but nothing happened. It could be an interesting strategy though.
In any case, even in its current state, it's actually pretty fun--I played through quite a number of rounds, but eventually started running into a lot more goblins (I don't know if this is a bug, but the first ~10 times I played I didn't run into any goblins on level one, while eventually I saw one almost every time).
I'd note that bullets _do_, in fact, kill goblins. They have to walk in front of a bullet and _then_ it needs to go into the same grid cell as the goblin.
Showing walls is a good idea, but I'd imagine it wouldn't count as a bugfix under LD rules :(
I couldn't play too well because I couldn't tell what the ASCII stood for. Too many times I was blocked by something apparently invisible. # seemed to act like walls, . seemed to act like open space, but then there were plenty of places where I couldn't walk any further, yet there was no character blocking my way. This felt unfair. Maybe I just don't know how to read Rogue graphics.
Good job!
BTW this was the fardest i could get :dog:

It's amazing how these two genres mix so well. Audio was just perfect matching how much sounded that generation of rogues. You should release it on RogueBasin!
Super addictive gameplay!
Congratulations!