Rogue Like Keeper by paquinn
Expand your dungeon to elude the pesky Adventures keen on stealing your precious amulet of life.
INSTRUCTIONS
Interface
The column in the center represents your five dungeons. Each has a gate represented by the red health bar at the bottom. When this is gone an adventurer can move to the next lower dungeon. Above the dungeon is the room map. Around the rooms are either red or gold circles with which you can buy rooms. A room with ^ is the entrance and V is the exit. When a room is purchased it has a cool-down depending on its price before it becomes a normal room. This can be seen on the right when the level is selected as well as other information on that dungeon level. The left shows the amount of monsters currently on that level.
Game Start
When you click "New Hero" a hero will enter the first dungeon. This will also spawn new monsters for the hero to attack. As he fights he will get kills which increase the level of his weapons as well as earning gold and increasing the fame of your dungeon.
Hero Death
When a hero dies you may choose one item from among his possessions. Heroes can use three pieces of armor and two weapons. Those items left behind can be picked up by later heroes. The parentheses after the name indicate how many heroes have used the item. For armor and weapons there respective battles and kills score add to their overall increase seen between the square brackets.
Strategy (possible spoilers)
As the number of rooms increases higher level monsters will be able to spawn. The more kills an item has the more power it has so sometimes it can be worth forgoing the valuable coins to get rid of a particularly nasty weapon, remember the next hero can pick the coins up as well. When a hero destroys a gate they get a large increase to their items power so target these early. Heroes will always walk to the left and right before up and down so building accordingly can increase the number of rooms they go through. Finally if you do plan on restarting, the extra gold can help you keep heroes at bay longer in the first dungeon or create a stronghold in the last. Good luck and post any other strategies you find. I'd be glad to here how many adventurers you were able to kill as well.
SOURCE CODE
I have commented almost nothing but most stuff has fairly descriptive names, message me if you have any questions. If you are using eclipse make sure to set the "res" folder to a Source Folder for the sprite sheet.
INSTRUCTIONS
Interface
The column in the center represents your five dungeons. Each has a gate represented by the red health bar at the bottom. When this is gone an adventurer can move to the next lower dungeon. Above the dungeon is the room map. Around the rooms are either red or gold circles with which you can buy rooms. A room with ^ is the entrance and V is the exit. When a room is purchased it has a cool-down depending on its price before it becomes a normal room. This can be seen on the right when the level is selected as well as other information on that dungeon level. The left shows the amount of monsters currently on that level.
Game Start
When you click "New Hero" a hero will enter the first dungeon. This will also spawn new monsters for the hero to attack. As he fights he will get kills which increase the level of his weapons as well as earning gold and increasing the fame of your dungeon.
Hero Death
When a hero dies you may choose one item from among his possessions. Heroes can use three pieces of armor and two weapons. Those items left behind can be picked up by later heroes. The parentheses after the name indicate how many heroes have used the item. For armor and weapons there respective battles and kills score add to their overall increase seen between the square brackets.
Strategy (possible spoilers)
As the number of rooms increases higher level monsters will be able to spawn. The more kills an item has the more power it has so sometimes it can be worth forgoing the valuable coins to get rid of a particularly nasty weapon, remember the next hero can pick the coins up as well. When a hero destroys a gate they get a large increase to their items power so target these early. Heroes will always walk to the left and right before up and down so building accordingly can increase the number of rooms they go through. Finally if you do plan on restarting, the extra gold can help you keep heroes at bay longer in the first dungeon or create a stronghold in the last. Good luck and post any other strategies you find. I'd be glad to here how many adventurers you were able to kill as well.
SOURCE CODE
I have commented almost nothing but most stuff has fairly descriptive names, message me if you have any questions. If you are using eclipse make sure to set the "res" folder to a Source Folder for the sprite sheet.
Ratings
| Coolness | 68% | 3 |
| Overall(Jam) | 3.55 | 250 |
| Fun(Jam) | 3.19 | 428 |
| Graphics(Jam) | 3.11 | 646 |
| Humor(Jam) | 2.35 | 744 |
| Innovation(Jam) | 3.53 | 162 |
| Mood(Jam) | 3.00 | 599 |
| Theme(Jam) | 3.44 | 537 |
Good concept, would like to have some guide on what to do however.
- art style looks great, i love how its all nicely arranged to fit one screen
- im not really sure what im doing, which rooms i should buy, or what to take from heros is better
- there is not much feedback after each hero if things are going well or not. after 10 minutes and killing 40 heroes i can't tell how well im doing. I'm still on the first dungeon so i guess thats good?
- maybe new heros should automatically keep spawning, and some times multiples at once.
- its hard to follow what is going on, needs some better icons, and seeing the health and stuff for each monster is like an overload of information
- the game seems a bit too complicated in general, which i appreciate is difficult to craft but needs to be simplifed so players can understand the space of what is happening
Some sore of current hero description would be awesome - random name, health, items, etc.
Still, one of the better games in this jam, great work!
Otherwise I enjoyed it a lot.
And sometimes the movements of the hero were glitching, like jumping to a floor or in the middle of a corridor. I had trouble figuring out how to make him go through more rooms. And I realised too late that the nice labyrinth I made for the last room just had its exit next to its entrance :-(
But despite all that, I had a great time. In fact, I'll go play again right now. :-)
Great, great job! Thank you!
But overall it's a good concept, great job!
Often the hero could walk through walls and sometimes jump back to previous dungeons, bug?
To be able to see the heroes stats during his run would make the waiting more fun.
Great work!