WIP! Press the buttons to try out the two modes. Gameplay mode is currently unfinished, but you can solve the levels. It's more of a puzzle than a roguelike for now, but it's a pretty fun puzzle. Q, W, E, A, D, Z, S, and C will move you around (WASD for up, down, left, and right, and QEZC for diagonals up-left, up-right, down-left, and down-right), arrow keys will create a bridge in the direction pressed, and X will change the number of tiles you move from 1 to whatever the maximum step limit is. To enter a door tile, press the movement key that points to the door while standing immediately in front of it. Levels reset automatically when you reach and enter a door tile, resetting your position and generating a brand-new level to solve. If you don't solve the room fast enough, you will die and the game will end. Change the amount of time you have to solve each room by using the "time between generations" slider. Press space to show/hide all lists and variables. Press 1 to show/hide only the slider variables. One of the slider variables is the room generation type. This controls how the room calculates its generation. Type 1 is easy to navigate, generating a guaranteed straight path, type 2 is a bit more difficult and may have impossible levels, type 3 continues with that trend, type 4 is debug generation, and type 5 is about as difficult as type 2. There are two types of ground tiles (which you are guaranteed to start on on all settings except type 4) and one type of water/lava/etc tile (which will be the opposite color of the ground tiles). These are determined by costume number. Technically there are three costumes considered water/lava, this was done to increase water/lava generation chance. Sprite review gives a look at some designs and models I'm working on, the one on the left is concepts and models of player characters, and the one on the right showcases monster concepts (no models yet). There may be blank slides or unfinished models in there, just as placeholders for future characters. No guarantees on any of the designs making it through to the final version.
Next goal: Add enemies and items, polish controls/generation if needed Credit to for voice acting and play testing Credit to Pilotredsun for the music currently in here. great music to dev to Credit to the developers, artists, musicians, etc. who worked on TBoI. They all helped inspire this project and regardless of how far from that concept I go their creation will always be the point I jumped off from.