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Uploaded
Mar 17, 2013 | 5:11 AM EDT

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Author Comments

A game made for the 7 day rogue-like challenge.

Music - Moonlight

Collect as many coins as you can and spend them on upgrades to improve your characters speed and max health. Avoid the guards and try to survive to improve your score. You may even get lucky and find an artifact during your exploration.

Controls:
W, A, S, D or Arrow Keys - Movement keys.
E - Bring up a transparent map with a green marker indicating your current position.
P - Pause game and view minimap.
Q - Leave the current level and go to the upgrade screen when at an exit.

Update (24/03/13):
- Changed agility upgrade to a max health upgrade.
- Guards now collide with one another.
- The player must use an exit to leave a level and go to the upgrade screen.
- Minimap now displays the artifact and exit location.
- The player can now pause the game to view the minimap.
- Coins now worth $20 instead of $10.
- Some map generation bugs fixed.
- Game re-balanced.
*Guards gain speed at a much greater rate.
*Artifact value now partially based on distance with a minimum of $800.

Reviews


joshuastabsjoshuastabs

Rated 3 / 5 stars March 18, 2013

yay 5120 game is random



CresIsisCresIsis

Rated 3 / 5 stars March 18, 2013

Not bad CMJD. Your little white square character definitely likes to follow Newtons Law. I'm not a gamer who really minds graphics, and in any case they're not really all that bad.. However, the BLANDness of the map got quite mind numbing after while. It was fun avoiding the maps' AI midget enemies and getting upgrades (although they didn't seem to do much.) Overall the game was good, considering your constraint on time so I'll throw you a bone on this one, since it WAS enjoyable for the 20 minutes that I played it. Next time you're given a 7 day challenge, you'll probably make something much better due to your experience in making this game anyway, so don't let me down mister. :P


CMJD responds:

I'm happy to hear that you enjoyed the game. I'll admit that the map is fairly bland, but I found that when I had a fair few details on the wall it did kind of make the game a bit harder to look at, since with the speed the player moves at can make it somewhat difficult to avoid having the wall be a distraction. I should have a look at adding at least a bit of detail to the game regardless. Admittedly, the agility upgrade is not the most useful upgrade, since it only affects how quickly you change direction, which scales with acceleration anyway. I definitely hope to make better games in the future, and that is part of the reason why I participated in the 7 day Roguelike challenge and uploaded the game here, to set a benchmark and make sure that at the very least I don't make a worse game than I have done previously. Hopefully it'll work out well. :D


alivestenkaalivestenka

Rated 1.5 / 5 stars March 18, 2013

I often got stuck, no graphics.
That's not a very long work, you know.



TestTrekTestTrek

Rated 4 / 5 stars March 17, 2013

the player moves so fast like hes ice skating. maybe add a powerup that slows down time?

Good sound effects too! It would be awesome if you added a powerup that made the player walk through walls.


CMJD responds:

Hmm, I never really considered adding power-ups to the game, it does sound like a good idea. I had actually considered adding an ability to the player to dig through walls, but I need to be careful that you can't get outside the map by using it, as it is only determined by a few walls around the outside. I need to think about slowing down time though, since it would only really be useful with slowing down guards and the player. I might just need to have another look at balancing the game a bit better. I'm happy to hear that you liked the game!


CaffeineVikingCaffeineViking

Rated 4 / 5 stars March 17, 2013

Neat! The path-finding of the AI is really good and I like the minimalistic
graphics. Also love the random map generation! The game isn't too hard
though, adding a couple more features to spice things up would be nice.


CMJD responds:

To be honest, one of the main reasons I kept the game fairly easy was because it didn't contain as many features as I would have liked, but it's definitely something I will look at fixing in the future. The procedural level generation was definitely a key part of the game, since it is an important feature in many roguelikes. Thankfully I used Flixel for this game, so it made path-finding a breeze. I'm glad to hear that you enjoyed the game!