Kill the Wizard: A Roguelike
Kill the Wizard: A Roguelike
Descend the dungeon and kill the wizard on level 16.
Controls:
Arrow keys to move.
Bump to attack.
Z: Open & close menus
X: Select item in menu; Rest
Strength increases damage and HP.
Dexterity increases hit rate and dodge.
Status | Released |
Platforms | HTML5 |
Author | zodomere |
Genre | Role Playing |
Made with | PICO-8 |
Tags | Dungeon Crawler, PICO-8, Roguelike |
Comments
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I like it alot
Really liked the game, though it ended up crashing on the stair down of 0-12
Ended up with a decent hoard of potions, which was nice. Roughly 15 big potions, and pretty good gold-tier equipment. Thought I was going to be able to take down the wizard with no problem!
Ah that's unfortunate. I haven't been able to make it crash for a while, I wonder what caused it. Thanks for checking it out.
Further to the other comments, I wonder if there's room to further explore the gold mechanic?
- Returning to the shop requires going back up through the dungeon, which is really time-consuming and not worth the effort. This makes collecting gold somewhat redundant.
- Going from the town to the dungeon rerolls it, which punishes the player for returning to the surface
- The shop prices seem very steep given the lack of gold in the dungeons (50 gold for a ring/amulet?)
Some food for thought:
Should gold persist after death?
If so, what could it be spent on that would create a new run-death-run progression loop?
If you can make returning to the town more worthwhile, it's maybe worth borrowing the elevator-to-surface every x floors mechanic other roguelikes have employed. Again, what should persist between runs?
Maybe have shopkeepers rescuable from the dungeon, so that your town is more stocked on your next run?
I had originally planned on adding scrolls to the game, specifically a Scroll of Recall, for this exact purpose, but then I ran out of tokens in PICO-8 and was not able to do so. I realize the gold now is kind of pointless. I may at some point try to add it, but I will have to remove other features from the game, such as enemy types, to free up some tokens.
Hi there! Played for a bit and got to ~D:9 and figured I'd offer some feedback. Definitely awesome work here and this game had a lot to offer, thanks for making it!
What I liked:
What I didn't like as much :)
Thanks again for the game!
Thanks for checking it out! Getting the balance and pacing right has definitely been a struggle. The limitations of PICO-8 make it all the more difficult as well. I appreciate the feedback.
Thanks for the feedback. You do actually gain 1 HP per 20 turns so if you keep moving you will also heal. The rest mechanic was more so you can wait for enemies to come to you; the healing was more of a bonus and I didn't want it to be abused as it would make things a bit too easy. Thanks for checking it out!
Right, but even if you don't 'want it to be abused' it will be. The cost trade off of me spending 3 minutes resting or moving around randomly to heal vs the 20+ minutes it would take to get back to that point in the game if I hadn't done that is too obvious in one side of the scale.
Oh yeah I definitely get that it will be abused and why. This is why so many RLs have a hunger clock haha.
Hi! Haven't played yet. In the old CASTLE OF THE WINDS, there was a similar mechanic where you could rest to full health, but every X turns new enemies would spawn at either staircase, and often get a free attack on you because you were sleeping or something. Thats could be some kind of clock that does'nt require to add more stuff.
Oh yeah, that's a good idea. Thanks!