u/maksimKorzh

Budoka: A roguelike game dedicated to martial arts

Hello everyone, this is my second roguelike (first was with static monsters and generally weird).

There are 6 martial art classes (each acts as attack/defense/HP/always hit/multiple attacks modifier):

  • Aikido
  • Judo
  • Karate
  • Ninjutsu
  • Sumo
  • Taido

In order to promote to the next rank you need to gain experience by defeating enemies and also pick up a corresponding belt

Belts also work like keys to ascend to the previous levels, sometimes it might be useful to gain experience by fighting weaker players on those levels

When you reach 1 dan + black belt you'll get a "sensitivity" skill, meaning you'll be seeing all the enemies on the map. There's also a hidden aggravation mechanism - once you hit your opponent all enemies start chasing you, once you get hit only those enemies located nearby would chase you

Skipping turns or wandering in the dungeon would sometimes generate new enemies

It's written in python using curses for rendering.

Any feedback is much appreciated! Thanks in advance!

https://github.com/maksimKorzh/budoka

reddit.com
u/maksimKorzh — 13 days ago

Minimalist gameplay experience that qualifies as roguelike

Hello everyone, this is my first post here. I just read community guidelines and hope my post meets them well. So here's the thing - when I discovered the original rogue I got very excited but died a lot before starting to study the source code to figure out monster strength, traps, etc. This brought me into actual game mechanics design in terms of what actually makes it playable, interesting, addicting and thrilling. The rest of roguelikes, with nethack as probably most complicated out there, were way more complicated than original rogue and that made me wondering whether there's something more simple than original rogue. It turns out there is and one of my favourites is bootRogue (runs in boot sector on bare metal) by Oscar Toledo. I loved the game mechanics above the super tiny implementation (which is of course a state of art itself) and wanted to created something similar. So I made micro rogue - a python curses game with dead simple tic-tac-toe dungeon generation, attack/defense counters and items to increase those counters (also killing monsters does so - the stronger monster is the more attack/ defense player can gain), no inventory, food counter, HP regeneration on stepping, run shortcuts, traps and and most interesting - STATIC monsters. I saw it in bootRogue and my first thought was - that must be BORING, however I got very addicted to this little roguelike I made and still can't get the amulet of Yendor from level 26 despite the game seems quite trivial. I wanted to humbly ask the community members like what do you guys think about the minimalist gameplay experience for a roguelike in general and having static monsters in a game in particular. I have a youtube video with a gameplay but don't put it here to not qualify as self promotion, what in there is trivial - half way to the amulet all the level is visible, then it's all dark rooms as in original rogue, monsters are A-Z where A is weakest and Z is strongest monster, monsters do not have names, player can fight monster if step into it and can escape fighting if monster is too strong, monster HP is shown during fight. Looking for your kind feedback to my game guys and to hear your thoughts on minimalist gameplay to qualify as a roguelike, thanks in advance!

u/maksimKorzh — 1 month ago