Controls: WASD to move Mouse to aim Click/hold to shoot Space to use specials and buy from the shop. You must clear all enemies before moving on to the next room. The two slots at the top are for special attacks. The four dots are health. The blue diamond is money. The card at the bottom shows you your upgrades if you hover over it. Mouse recomended. Area Notifiers: Horned Heads = Monsters Diamonds = Shops Antlered Heads = Healers Circles = Special Pickups "The woods were recently overtaken by a foreign warlord. We didn't send in an army. We sent in an archer. Sometimes, I wonder if we made a mistake, doing that." "Well, seeing as you're going to charge into the forest on your own, might as well give you some training before you leave. WASD to walk around, of course, and Mouse to aim and shoot." "You might be tempted to run away when spotted. But the warlords soldiers are clever, lad. They won't let you leave an area until you've killed every last one. Once you have though, you can just waltz away." "There was a garrison of our soldiers in the forest before the warlord came. They were all tricked out with good gear, too. Boots of swiftness, projectile-repelling staffs, swords, triple shot bows, quick-draw quivers, and sniper crossbows. If you find some, feel free to pick them up. Click Space to use the items you currently have equipped. They're on a cooldown, however, so use them wisely." "I met a druid in the forest. Pretty friendly. I'm sure they'll patch you right up if you find them. Tell them I said 'hi.'" "Hey kid. I heard that those soldiers in the woods have a looooot of money on them. Enough to fill your diamond-shaped pockets. If you find some, come over to my shop. I have a lot of locations in the woods, and I sell a lot of things. Speed boosts, Faster Tree Destruction, Longer Special Durations, Longer Enemy Cooldowns, and Bigger Arrows. I've got some pretty good deals too." "I will show you the waaaysss of the foressst. There are these orange icoooons that shooows you what awaaaaits in the next areaaaa. You may not be able to seeee them when you are preeeocuppied by combat. The foresssst wants you to mooove forward, turning back is NOT an option."
I didn't intend to make a roguelike. I started off trying to make a small boss fighting game. I was playing around with some aesthetic effect I was trying out, and one of the settings made the effect look a little like a 3D wall. So naturally the next thing I did was to completely abandon the project and explore this new 2.5D effect. About halfway through, I went "Hey, I need to turn this into a game, what game should it be," and I was like, "well, I've already got basic twin-stick shooter controls and random generation. Might as well turn the game into a roguelike." Then I proceeded spend the entirety of Easter Sunday programming this thing. Heavy inspiration from Death's Door, Ape Out, and The Sokpop Collective of course. It may have some slight balancing issues, but it's fine... Update: I added a shop for semi-consistant meta-progression. I also whipped up some sound effects using soundtrap and the scratch library. Update: I got a system working that allows you to see what locations you are moving too next, so you can choose your path through the forest. I think it works pretty well. Update: New and improved thumbnail, plus a slew of minor quality of life changes, including better player hitboxes, better sword powerup, and a whole bunch of tiny things most people aren't even going to notice. #roguelike #games of course. This is the project I'm experimenting with to see if I can get it popular. The one with the weird graphics and the strawberry jam, yeah, that one. We'll see how it goes.