Built in less than 72-hours from scratch on my own for SoloDevelopment 72-hour Jam #7! This game is Open Source - https://github.com/MrOnosa/robot-citadel-rush

You are a robot with instructions to exit the Citadel! Fight anything in your way and use their parts to upgrade your attacking and defending power!

----> Important instructions <----

  • Use WASD or Arrow Keys and a Mouse to play.
  • When you get loot, click Inventory to equip it. Your robot is equipped with a head slot, core armor, and two arm slots. (Press Inventory again to close the menu)
  • Escape the Citadel to win the game.

Unimportant but still fun instructions

🐊 The Inventory shortcut is "e".

🐊 When the Loot view is shown, pressing "q" will take all the loot.

🐊 This game is deterministic. Damage is calculated as the attacker's total attack value minus the defender's total defense value. Your values can be found on the Inventory screen. At least one damage is always dealt. In combat, you attack first, then the opponent attacks if they are still standing. Because of this, it is guaranteed that there are multiple paths to victory.

🐊 Loot only drops from enemies if you can use it. So, you will not see more than one of any type of armor and no more than two of any weapon or shield.

🐊 A "move" is any movement with the directional keys, except running into walls. 

🐊 Time doesn't start until the first movement.

🐊 I apologize for the awful inventory system  


   Follow Captain_Onosa on Twitch.
StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorMrOnosa
GenreAdventure, Role Playing
Made withGodot
Tags2D, Godot, Indie, Open Source, Retro, Short, Singleplayer, Top-Down

Development log

Comments

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(2 edits) (+1)

Took me a couple tries, but I managed to beat the current version (here’s my end screen).

I like the uncomplicated fighting mechanics and that there’s no RNG involved (if I’m not mistaken), so the player is in total control and the game is deterministic. Maybe an online leaderboard or a “maximum score” on the end screen (like in Dragonsweeper) would be a good fit for this sort of mechanic, so players have an extra incentive to replay and optimize their runs.

One additional suggestion: it’d be great to see the player’s max HP, so it’s clear that they can’t go above 10.

Congrats Captain Onosa, this was fun!

(+1)

Thanks for checking it out! I had a lot of fun making it for the game jam and then continuing to improve it. I wrote a dev log that goes further into the deterministic nature of the game if you're curious. It's in the What makes my game unique section.

This is one of those games that I'm constantly coming up with ideas for, I just need more time to execute on those ideas. Thanks again for your viewership and encouragement!

(+1)

Yo! This game is fun. I like the attack is just moving into the enemy tile and it's a really neat way to do it. The rewards are fun to use.

The music and sfx are great and the camera shake is great. The text box is also a neat idea. This is really impressive to have done everything in 2 days.

The inventory system and the UI could use some more good artwork. I can think of going into the robotic theme and making every UI element like that of a golem or robotic element like the Robocop does.

Did you use buttons for inventory system to equip things? That's a fast way to do it.

Overall Good job in completing it in 2 days :D

(+1)

Thank you, Lyon! I had a lot of fun making it, and I'm happy with how it turned out. It's rough around the edges, but the general idea of what I wanted to create is all there. With such limited time, I knew I had to make the simplest inventory system I could think of. It uses all built in Godot controls (Source code here). I plan on redoing it soon!

(+2)

That was really good especially with how little time you had! The mechanics felt very intuitive and I always like when numbers go up. The only negative I can think of is the main characters sprite was a bit too bland. Congrats on making this fun short but sweet game!

(+1)

I defeated the beholder on my first go! Really cool game, good job!

(+1)

Thank you so much for checking the game out. Watching you play it provided sooo much valuable feedback. Grats on defeating the super secret impossible boss!!! 🤣🤣

(+2)

interesting concept but lacks depth

(+1)

You're not wrong. I had to sacrifice a lot of my ambitions to meet the deadline for this game. I settled for a single dungeon with a few branching paths to victory or defeat. I am curious if anyone will find the optimal path to victory. That's where the depth of this entry is, but I don't think it's hooking people like I had hoped it would. Lessons learned for next time!

(+2)

Congratulations on the release of the game! I haven't played classic RPGs before, but I have something to say. Personally, I would like more detailed, step-by-step training. I think that not everyone will enjoy reading the text. I would also like to be able to interact with the game via the keyboard, rather than clicking the mouse on the buttons on the screen. 

I noticed that when you collect loot from the chest, you can't open the inventory. And there are no collisions on the right wall from the heart :)

Good luck with future projects!

(2 edits) (+1)

Ooo! This project's first bug report. haha. Try as I might, I knew there's be something I missed. Oh well, we'll call it an in game secret for now. The loot/inventory interaction is intended behavior. Thank you for reporting it. And, thank you for your feedback!

If I had more time, I would have liked to have made a better tutorial and more content in general.

(+2)

Classic rpg experience, short but sweet.. I didn't like hurting the turtle though T.T

(+1)

Thank you for the kind words. Don't worry, all enemies simply stop moving. Nothing dies, they just get really sleepy. Remember to Hug a Turtle!


(+1)

fun!