Here's a picture to quickly explain Dumuzid. Your character isn't standing over a black thing (a pit perhaps?). That black shape IS your character.
Dumuzid is an abstract, 1HP (sort of) roguelike. It explores what RLs might look like if the enemies weren't always 1 tile wide. The combat riffs off of Katamari/Osmos.
The game is extremely minimalistic. I'm proud to say, except for the opening screen and ending, there are no menus and no text whatsoever. And yet there's still an inventory of sorts. I'm tempted to not even include a tutorial or how-to-play, but I think one is going to be needed.
Here is the current build. Please have a go!
Controls: WASD/arrows and right mouse button to cycle through zoom settings. I'd suggest Google Chrome for now.
Day 4 is wrapping up and Dumuzid is certainly playable. There's plenty of polish left and I need to solve a couple major design quandaries (e.g. your character gets stuck easily.... which is kind of the point, but I still need some escape hatch there).
Upcoming stuff:
- continuously spawning monsters as a hunger clock and to prevent getting stuck permanently
- score system: contort yourself into predefined shapes to score points
- visible spell effects
- procedurally generated wall mosaics
- maybe: music, sounds, a tutorial, a cutscene