Rogue Strokes: Minigolf Dungeons (7DRL 2024)
Rogue Strokes:
Minigolf Dungeoncrawl Roguelike
-made for 7drl 2024-
Slice your way though 18 dungeon holes of minigolf, infested by bats, goblins, blobs, and trolls.
Collect the amulet of yendor from the deepest depths and escape to win!
== Played by using your mouse ==
[left mouse button] fling your ball
[right mouse button] adjust the camera
[r] reset game
[n] regen level (if stuck)
[f11] Fullscreen mode (recommended)
~For people who love to argue about the definition of roguelikes~
Berlin Interpretation scoring
[X] Random environment generation
[X] Permadeath
[X] Turn-based
[~] Grid-based (game world is built on a grid)
[X] Non-modal
[X] Complexity
[X] Resource management
[X] Hack 'n' slash
[~] Exploration and discovery (no fog of war)
[X] Single player character
[X] Monsters are similar to character
[X] Tactical challenge
[~] ASCII display (monsters are letters)
[X] Dungeons
[X] Numbers
Credits
Game and Graphics - Stevie Bee
Sound Curation - Brenden
Sound Source - Zapsplat
Testing Lead - Brenden
Additional Playtesting - Liz, Jere, Noah
Thank you!
Status | Released |
Platforms | HTML5 |
Author | Keep Flying Games |
Genre | Survival |
Tags | 2D, Dungeon Crawler, minigolf, Minimalist, Physics, Procedural Generation, Roguelike, Roguelite, Singleplayer |
Comments
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Nice job with this, enjoyed it and will go back for more since I only had so much time to devote to it on stream (made it about half way and in great shape until discovering that touching lava at all means instant death xD). You can check out the run here if interesting, learning it fresh starting from 00:01:30:
I'm slowly working towards a new post-compo versions incorporating some of your feedback.
I chuckled when you recognized the font I used in my last roguelike, the firefighting wizard pet rescue one.
Some of the clicking issues and the camera not following you was because the game was only running at about 15 fps. I've got some performance improvements in the pipeline. The 7drl was not optimized lol.
I'm definitely adding a mode where the 'fling direction' is opposite of what I have it now.
Sounds good! And yeah I realized when I later went back to play more off stream that the controls were much more responsive, and overall performance somewhat better, since my laptop wasn't struggling with browser gaming + streaming at the same time, so while it still wasn't great FPS, it was at least enough to enable better control. Should've come back to leave you another note on that aspect... The difficulty definitely scaled nicely later on--was no walk in the park!
Very fun. I played several times and will probably recommend this to some other people. I think this is a good entry point into roguelikes , like this would be a good way to trick someone into playing a roguelike that doesn't feel like a roguelike. (I like your checklist of roguelike defining elements, but I don't necessarily agree with all of that)
I definitely descended much further than I had to ascend after I got the amulet, which I kind of appreciated.
I wish I knew about the WASD and arrow keys to move the camera at the beginning. It was way easier to hold those keys while aiming the cursors than trying to right click and then left click.
I don't know if you've ever played Par For The Dungeon, but this is very similar to that. If you keep developing this further, I'd try to find a mechanic or 2 to distance yourself from them.
I am attempting to make an accessible-yet-still-deep roguelike for times when I don't want to remember 74 keyboard commands or for people who don't want to spend the time learning controls beforehand, as much as I love CoQud.
One of my next big updates is working on improving the camera and controls.
I haven't heard of Par for the Dungeon, I'll check it out thanks.