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❇⚡ Bisby's Escape - A turn-based digdug-like where you drop mystery crates on enemies.

Home Page: http://walsh9.github.io/7drl2016/

License: MIT License

JavaScript 94.04% HTML 5.96%
game turn-based roguelike javascript dig-dug-like 7drl 7drl2016

7drl2016's Introduction

#Bisby's Escape

A 7-day roguelike about digging tunnels and dropping crates.

Made for the 2106 7-day Roguelike Challenge.

#Play Now

http://walsh9.github.io/7drl2016/

#Description

Control Bisby with arrow keys, hjkl, or number pad. You can clear levels in two different ways:

  • Collect all the yellow energy units and open the yellow gate.
  • Crush enemies with crates, collect their blue datachips, and open the blue gate.

Guide Bisby safely through 7 levels to reach the surface.

#Tips

  • You can push crates from the sides, even through dirt.
  • Even dangerous crates have uses.
  • It's turn-based. Enemies only move after you move. Take your time!

#Changelog

v1.3.0

  • Add 2 exciting new crate types
  • Add random obstacle walls
  • Remove the crate with the down arrow that just digs down if it hits dirt
  • Bug fixes

v1.2.2

  • Bug fixes

v1.2.1

  • Press space to restart instead of any key
  • Bug fixes

v1.2.0

  • Animated motion between tiles
  • Sound effects! Toggle with 'S'.
  • Crate turn order changed. Crates always go after enemies take their turns.
  • Bug fixes

v1.1

  • Bug fixes

v7DRL

Seven-day version features:

  • Random tunnels
  • Random crates
  • Enemies
  • 7 levels
  • 2 ways to pass levels
  • Losing
  • Winning
  • Victory screen

#Inspirations

  • Dig Dug
  • Mr. Do!
  • Digger
  • Bomberman

#License

© Matt Walsh 2016, released under the MIT License

7drl2016's People

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7drl2016's Issues

Turn order is confusing...

Everything takes turns in order and sometimes this causes inconsistencies.

Example: One crate explodes and clears dirt from beneath another crate. Does that crate fall this turn? Right now it depends on whether the crate already took its 'action' this turn or not.

Similar but less obvious issues with enemies.

Possible fix:

  • Separate actions into phases? e.g. crate falling phase (maybe gravity gets its own turn?), crate breaking phase, etc...?

Is this really a big deal?...

Add touch controls

The only actions are four directions. It should be easy to add swipe moves and / or some onscreen tap buttons

Add sounds

Sounds cues for

  • level start
  • player death
  • enemy death (crushed by crate)
  • crate break
  • crate explosion
  • decoy death
  • gate unlock

Maybe

  • pickup get
  • decoy created
  • enemy mode change

Cooler crates

Crate that digs through ground below it (:arrow_down:) seems like kind of a dud.
A crate that creates walls could be good (have to make sure it's not easy to make level unwinnable with this though)
Think of some other ideas. More variety!

Inter-tile animation

Some things would be more clear with smooth inter tile animation. It would also look cool.

Enemies can skip movement in certain situations

When enemies fall back to the randomWalk action, it only tries one direction before giving up.

It should try them all, so enemies don't skip a move when they have an available move.

(The player can't wait, so it's not great consistency if enemies wait)

Add UI to mute/unmute sound.

#4 will need some sort of UI.

At the very minimum mute, a mute/unmute key and some sort of onscreen indicator for mute status.

Remove Pixi dependency

We only use it to preload assets and draw tiles (with fancy color tints and indexed with a fancy json file but still).
I don't think we need all of Pixi just for that.

Improved level generation

Possibilities

  • Place impassable walls during generation.
  • Sometimes, use symmetry to create pretty levels.
  • Sometimes, place prefab terrain shapes.

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