Wall to wall
Thanks for your interest in my game. It's a prototype for now, I don't know if it's worth developing, so I'd be happy if you'd give your feedback. I don't know what to write in the description either, so you can go straight to the instructions or you can start playing right away, have a good time.
How to play
WASD/Arrows
The player takes a step of 2 cells per turn, when he meets an obstacle it stops. There is a number above some objects, it denotes how much damage/treatment/weapon the player gets. When encountering enemies, first the damage value is subtracted from the weapon value, then from the health value.
To pass the floor you need to find a key in one of the rooms and open the door.
Comments
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This is great, and very promising, even as a prototype, it has a very good feel. Feels like a roguelike, but you have put the genre as puzzle? Is the level not randomly generated? (Because that's what it feels like) Also, it looks like it is very easy to softlock yourself in rooms
Anyways, I would say go ahead and develop it further!
I like it! It is very easy to realize how to play, your How to play section in the description makes it clear. Still, an In game tutorial might be interesting to see. If you do make one, that could be as simple as 2-3 "levels" before the center board that the player currently starts on, and those 2 levels could visually show how movement works to progress to a portal or stairs in the first level, teach the consequence of picking a red or green vial on the second level, and a third level could gives the player an optional chest to illustrate the collection of gold, but only if that is the initial goal of the game (I have not gotten far).
This has a lot of potential - continue experimenting!
The game has some promise. It would be nice if there was a tutorial though. It took me a while to even figure out how movement worked.
Also, the description for the "Eye" enemy could be more grammatical.
Seems like a solid start! Would prefer if the game was able to be made fullscreen-- presently doing so doesn't work right, at least on my monitor. The iceblock-puzzle nature of the game is a little unintuitive, but it's fairly original design space to be sure. There was a series of flash games whose name I can't remember that had a similar premise but was more explicitly a puzzle game, not a roguelike. You put down gold and one-way gates to make the guy turn. Anyhow, this sort of uncontrolled-movement-management is quite novel, and I hope you flesh it out a bit more as you go forwards.
really great so far