The Schwarzwald Slaughter - a success of sorts
Screenshot:
Downloads:
Linux 64bit:
https://cloud.disroot.org/s/97hujWMNtBLEDBxWindows download coming once I figure out how to set it up.
The Schwarzwald Slaughter is a short combat-focused roguelike inspired by Cardinal Quest 2, Hoplite and my 2016 7drl, Mad Maximillian's Codpiece (it is basically a sequel). The game involves making it through 9 levels of forest. There's no bump-to-attack, rather the way you move next to enemies determines the attack you use. Attacks have a fixed damage, modified by equipment in one of two ways:
1) A modifier to the damage of certain attack types.
2) A modifier to attacks that land on certain squares around the player. These will be indicated by colored backgrounds.
There are a few different enemies with different attacks available to them. Enemies on later levels have more hp.
Each time the player moves, they will make every attack the move allows, potentially attacking up to seven enemies at once, encouraging an aggressive playstyle.
The game will be made in python an libtcod, and will be available as binaries for at least Linux 64bit and Windows (propably 32 bit or whatever I can get working).
This is my second 7drl, and also my second ever completed game (well, not that my last year's game was that complete), and lacks several features I'd like to have and is quite buggy.
I started on 03-05 at 15:07 and type this around 14:30 on 03-12.
Now for a bit of postmortem, or "What went wrong":
Mostly I worked on the game way too little. I had 3 days during the week that I got nothing done and a few with way too little done. The result is a game that lacks a lot of features: there are only forest maps, and they are really lazy too, there's only 2 types of equipment and only seven items per type, there are no ranged attacks, some known but hard to squash bugs remain and the ingame help and readme.txt are both a bit unclear and there are problems with the visuals (some character and background color combinations make it difficult to see enemies and terrain.
What went well:
I'd say this game is better than my last year's effort, especially the more deterministic combat mechanics. The aesthetics are, while not as nice imo as last year, still quite adequate, except for a few problems. This game features more codpieces than last year, though still no pictures of them.
All in all, was a fun week again, will try again next year.
[EDIT]: Haha, just noticed the screenshot had a message that didn't fit the screen. Realistic though, the game doesn't check for it, so I'll just leave it there.