Romakni v1.2
A 2D top-down rogue-like currently in development. Recommended to play in fullscreen. The assignment is finished and thus I must retire this for now.
There are 5 levels. Try and beat them with all the classes!
WASD - Movement
Arrow Keys - Attack
E - Interact
If you don't want to buy something (or can't afford it) you can interact with the shopkeeper.
Comments
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The game is pretty good, I like the progression but I feel like giving the players a currency only to then limit the player to purchasing one item feels a bit redundant. I get that not all power ups are made equal and this shows that but there were a few times I got lucky, had the money for multiple power ups and couldn't get them. I know that's the point but I'd rather have no money so it doesn't feel wasted or for a way to carry my money back to buy upgrades before i start the run.
Moving onto a different point, I feel like the enemies are a bit too quick and tanky. I'm not the best player so I had a bit of difficulty outrunning them (Maybe it's just a skill issue but I think someone else mentioned it)
I find that the upgraded attack eith the mage when you're firing two orbs is rather inconvenient to aim. If they're close it's fine, but you're trying to keep some distance and it just becomes kinda odd to aim. I'd say you should change it to firing twice in the same direction and increasing how much it costs to balance it
Fun little base for a game. Here are a few things I'd like to see (bit late but hey, thought that counts, right? :p)
I would very much like to see additional powerups that can appear randomly in the shop, something along the lines of returning damage to enemies, or everythird attach leeches life, etc This would give the gameplay more depth in terms of choices to make on the fly. Something akin to the various items in Vampire Survivors?
I find the idea of stackable buffs really cool; definitely something to work off of. Maybe have a look at Heavy Rain on how you could stack various levels of weapons or items to get cooler effects.
In true roguelike fashion, it'd be interesting to see what you could carry over, some sort of small powerup or money, to make the subsequent runs easier, so maybe after every 3 or so levels, give each character +1 towards a main stat to mesh well with the first idea, or carry over 50% of the total gold held at the time, to make no upgrades during leveling a possibility.
Great game, really liked the variety of player characters and enemies.
Would love to see some UI in the future explaining the different character abilities and stats, as well as what power ups were already picked.
Also felt the character speed was a little slow even when upgraded which made it harder to dodge, but overall the game was easy to understand and get the hang of.
Great work!
Really liked the aesthetic of the game!
Pretty fun to play and easy to understand its game mechanics. Though a little explanation on how it works and what each character does would be a nice touch to add.
Other than that, I'd say everything else is done well.
Great job :)
Enjoyed the game quite a lot, It took me a while to reliably move and shoot but after a while I realised the melee class was the better option. It can get pretty tight with the enemies sometimes as their speed is just faster than your own-
I also didn't know the difference between ATK and DMG boost items. I did notice that the DMG boost did help make enemies die faster though.
the game is like vampire survivors so its pretty cool however, the movement speed makes dodging enemies a bit harder than it should be other than that nice job
I like the game, it's a quick and fun roguelike. As for improvements, a small overview of each character's abilities would be nice to see. I also ran into issues when pressing 3 buttons at once (firing diagonal while moving) - this would frequently stop movement, causing me to die to pursuing enemies. All in all, excellent work!
Great game! The characters are fun to play and seem balanced. There could be a text explaining the difference between each character but we can quickly find out by playing them. Nice job!
Great concept overall! I think that the game can feel better if the character moved faster and coins didnt de-spawn as quickly. Enemy pathing can also be refined a bit more.Other than that, cool game with fun mechanics, great job!
A very cute game! Controls and concept were easy to pick up after a couple of goes.
Further down the line I would love to see some additions to the playable character. Maybe other characters with different abilities. Or ways to customize the main character outside of the upgrades.
Nice job!
I wish the mosnters dropped something besides coins. I also wish that there was an indicator of health, either a health bar or maybe a number of hearts displaying how much damage I can take/have taken.I think the character can move slightly faster to dodge the enemies a bit easier, but maybe I'm just bad at the game.
Nice job! It plays well.
I felt a little cheated out of my coins when I didn't have enough time to pick them up before the shopkeeper appeared or they de-spawned(?). Maybe not having them de-spawn or having a auto collect when the shopkeeper appears would be nice. I would have loved to be able to purchase multiple buffs from the shopkeeper as well.
In the last area enemies get caught very easily behind the trees making it a balance of trying to kite the enemy around the trees enough to kill them before they get to you. If you have time some pathfinding to get them to go around the trees would be appreciated.
Really great start!
overall i liked it, its a short game that gives you multiple ways to play through upgrades, pretty cool
at first i thought the controls were gonna be awkward to use but i was surprised to see it actually fits
i would change the fact that the player starts with the same move speed as the enemies, but i think both the player and the enemies should move faster
the shop character could appear on the screen faster too
also, atk spd is REALLY broken lol, no enemy can even get close to you
A great little game! Time constraints may restrict this but I'd like to see perhaps some enemy pathing/Navmesh added :)