A downloadable game
No Name:
This is an experimental prototype. It is a rogue-like which will be a different game every time you play. It has no name, because each time you play it is a different game.
Right now it just creates a new title, a new map with roads, region and city names and allows the player to go on a unique quest.
Controls:
- WASD - moving
- Enter - Zoom in to local view, enter/exit caves
- Space Bar - Activate Cursor - used for Combat and Dialogue
- E - Attack Enemy
- Q - Dialogue with NPC
- ESC - Open Menu/Save game
Overall Gameplay:
There are monsters that will kill the character on contact, so avoid them (or fight them if you happen to be in a version of the game that allows that). There is an NPC who will grant the character a quest to slay a dreaded beast. Talk to friendly NPCs and other entities to learn about the history of the unique world, and to hear rumors about the locations of quest objectives.
Currently each terrain tile allows you to zoom in and investigate the detailed landscape, and enemies will ambush you and draw you into the local view as well. There are towns, ruins, caves and some other more general terrain features to visit.
Randomized Game Mechanics
Game mechanics are randomly selected at the beginning based on a list of possible options. Currently there are just a few, and they are outlined in the mechanics panel on the upper left corner of the screen after the world generates. For instance, in some games you can attack monsters, and others in which you cannot. If you see damage as one of the stats, then that means you can attack. Otherwise you will have to carefully avoid monsters at all costs.
Another example is ranged attacks. If you see attack range in the stats, that means you can attack monsters by throwing a rock at them. Some games have an ammunition counter, while others may give you infinite ammo. Each game is slightly different.
In this prototype, the game will save files once the game is started. It should have a unique name for each player. Once that game is started the same files will be loaded the next time you play, so your game will be unique.
| Updated | 2 hours ago |
| Status | Prototype |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Schmidt Workshops |
| Genre | Role Playing |
| Tags | Roguelike |
| Content | No generative AI was used |
Development log
- Updated PrototypeJan 11, 2024
- Version 0.0.8 UploadedOct 31, 2023






Comments
Log in with itch.io to leave a comment.
Just played it, I loved the idea and the randomization is very high quality, I've tested resetting the game and the results were very nice to explore in terms of not being in a very similar pattern.
I liked the retro style graphic, it reminds me the commodore or nes era which is very nostalgic to me.
though the thing that was interesting but soon became bothering is line-by-line rendering which as an example I could see this in my mind like this, everything is rendered only for the first time but next time it is read from the memory and you have it rendered all at once on the screen. I think in this case not only the retro effect is still there but it won't have negative impact in the gameplay flow.
I'm looking forward to test the updates and future prototypes.
I totally agree. I found it a bit too slow to play after a while. But I do like the slower generation when you open a map the first time. It does take a little longer and the other option is for the game to freeze. I plan to add a little "generating region" text that will appear at the bottom or something. Thanks for the feedback!
Exactly, slower loading for the first time feels exactly like commodore 64 or nes or Pentium 386 for exsmple, some tape and/or floppy drive read/write sound fx can even make it more retro/nostalgic.
text files and data structures need to get more organized and improved as it might later on tend to very slow iterations if data must be saved it's better to be saved as binary not plain text for sure, other formats like json or csv are also helpful as well, let me know if you need more information.