1hgj - Diablow

let-off-studios's picture
diablow.png

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. Each stage is randomly-assorted, but has the same elements (loot, enemies, dungeon walls and obstacles). Food is generated the second time you enter, as well as every time after that, so you don't immediately starve to death.

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

UPDATE: You can now play the standalone version, which is in development. Current version number is 1.55, and this version is quite different from the original 1HGJ version, including more features and depth. Here's a link:
http://www.let-off.com/software/1hgj/roguelike/diablow-wip.zip

ENJOY!

Made For: 
An event

Comments

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)?

let-off-studios's picture

Changes

LIGHTING EFFECTS
I recently learned about how to easily apply a light-source effect into Clickteam Fusion, and I'll see if this game can benefit from it. I imagine that even a partially-hidden environment will make finding the exit much more difficult. The good news is that I can position a light source at the exit, so it's illuminated as soon as it makes it into the visible portion of the game frame. Additionally, I don't need to make everything else pitch black. So it's worth experimenting with.

FOOD
I decided to go with three smaller food sources the player can collect, at least in the Goblin Caves (the current level).

NEW LOCATION
Currently working on a tomb stage the player can investigate after finding a map item in the Goblin Cave. Creating all the artwork is slowing me down. If there's anyone reading this who wants to make pixel artwork for this title, please let me know.

SUMMER GOAL
I'd like to have this completed to a certain degree before I show it at a video game exhibition this coming mid-July. Maybe a third locale, like a woodland area or more-finished enemy fortress, with flying arrows, moving-and-resetting traps, and the like.

let-off-studios's picture

Build-In-Progress

I've released a stand-alone version of the current work in progress. If anyone's interested in having a go at it, and passing along some feedback, it would be greatly appreciated.

http://www.let-off.com/software/1hgj/roguelike/diablow-wip.zip

let-off-studios's picture

New Version: 1.5

The standalone edition is updated to version 1.5, with significant changes:
- New lighting effects so it looks like the player is really dungeon-delving.
- a 7-day deadline in the game, to streamline and add urgency to the player's experience.
- Completed the Tomb stage, with interesting map layout and exit/escape mechanics implemented.
- Adding more graphics, slowly but surely. I'm still seeking a pixel artist for assistance with this.

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