1hgj - Diablow

let-off-studios's picture

DIABLOW, the original version made in one hour for One Hour Game Jam. The theme was Brutal Roguelike Adventure.

Use the arrow keys to guide your explorer through the goblin cave. Find the exit (and some sweet, sweet loot) before you starve to death.

Background music from the playonloop.com website. Sound FX from BFXR. All other stuff by me in Clickteam Fusion.


Made For: 
An event


sergiocornaga's picture

Wow, you replicated the

Wow, you replicated the roguelike vibe amazingly within the time limit! I spent most of it struggling to implement grid-based movement and random level generation in The Games Factory.

let-off-studios's picture

Fun With Development

Now I've added a title screen, background music, high score storage (for a single play session) and the ability to continue adventuring. If the player chooses to continue, health is restored a little bit, and a piece of food is generated on the level so the player doesn't starve.

Thinking of adding additional challenges, or a level cap or something. This is turning into a score-attack game. Very happy with development! 8D

ncrecc's picture

Maybe the levels should get

Maybe the levels should get more difficult as you go, with less gold to scavage (or more) and less satiating food.

let-off-studios's picture

Options For Development

I'm thinking of sticking with this game for a while, and making improvements and various changes throughout the year. So what do you think?

PUSH YOUR LUCK: a level cap limit (like five trips into the dungeon), or the game ends only after a player has retired or died?

FOOD SUPPLY: one piece of food that replenishes a lot, or several smaller pieces of food that each restore a little bit?

REWARDS: better rich stuff the deeper in the dungeon the player goes, or stick with the standard haul?

ENVIRONMENT: Stick with the goblin cave, or create some other kind of lair(s) to plunder (giving the player a choice of which to visit)?