A treasure hunting roguelike
You play as a treasure hunter who depends into ancient ruins. You can't carry treasure past your weight capacity. You'll only score the treasure when you reach the surface. The deeper you go, the rarer the treasure is. However, it makes it more dangerous when you climb your way back up!
WASD to move
space to jump
K to attack
J to use a your whip sword to grapple on to
walls (you can only grapple when you're
pressing a direction including diagnols).
Press J again to zip up toward the end of the grapple.
A and D to swing around when you deployed the whip sword.
W and S to raise and lower the grapple when it's deployed.
E to interact with doors and treasure
V1.1: Fixed a bug that made the player collect more treasure then they should be able to hold.
@ssmonder That's weird. I thought you were refering to the caves/tents that can sometimes block doors. The grappling hook should help with traversing most of what the level generator can throw at you. Did you know you can do a "wall jump" with the grappling hook by grappling a wall, jumping and grappling again with careful timing. I just posted a tips and tricks guide under related post, maybe that can help.
What is cooler than exploring a rand generated cave system: doing it with a grabbling hook of course! I really enjoy the gameplay (specially the grabbling hook :P) and the idea of hunting for treasures and then coming back to the surface.It felt to me very balanced, tight-controlled and rewarding to play. Music and art were nice companions.
Amazing work! Thanks for sharing :)
I was not able to check my score because the gameover screen come too fast. The sword bounding box is verrrrry adventageous for the player. I wish the graple would go up and down when the ceiling is too high instead of not giving any feedback. A buzz sound, could be enough, if there's no time to animate. The caves were fun to explore, but I think you could have a lot more replayability with just one or two more monster types ( flying ones for example or shooters )
@benjamin You're score doesn't show when you die because you only score points for making it back up to the surface. We were planning a few different enemy types such as a flying one or enemies that act like the bugs from Metroid that climb walls. The feed back sound is a good idea. The attack hitbox for the player is a bit generous, but it's to make the player feel powerful, and the game is kinda hard as is. Thank you for playing.