Move with vi keys or numpad (numlock off).

Source code can be found here.

Story

You were just beginning your adventure when you fell into a hole by a river.

Imagine the sense of good fortune when you found the infamous Orb of Zot, right here on the floor, at the bottom of a waterlogged cavern!

The fall left you battered. At this point in your adventure, there's no way for you to fight back. Unfortunately, it seems your discovery has attracted the attention of the cavern's locals...

Rules

Your wounds will bleed periodically, and you're out of healing supplies. Every time you ascend stairs, your bleeding will become more frequent.

Monsters can smell blood from any distance, and they'll go slurp up the nearest pool. If they see movement, however, they'll give chase.

Standing still makes you harder to see. Monsters will only attack you if they are right next to you while you're standing still.

If you stand still in water, they can't see you at all. Any blood that falls into water will be washed away. As you move further out through the cave, the space opens up. You'll also encounter larger pools of water. 

Design Thinking

I am interested in roguelike games that are less strategic, and more tactical. Strigoi explores a game system in which the player's only tools are their movement and their environment. There are no resources to manage or dice to roll.

Inspired by moments in 3D stealth games where you must wait with bated breath as a search pursuer runs past you, I wanted to explore situations where stealth was an option, and 'not moving' was a tactical choice.

I also wanted to explore storytelling through player actions. You'll learn more about the monster by being close to it, more about your wounds by being wounded, and more about your story through advancement.

7DRL

This game was submitted as part of the 7DRL 2020 game jam. The 7DRL challenge is a 15-year long annual game jam. The goal is to produce a finished traditional roguelike game in 7 days.

7DRL Challenges are NOT about being a fast coder, but rather proving you can release a finished, playable roguelike to the world.

is no winner of the challenge, but rather all those who finish are honored for their work, the criterion is completeness.

StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorCole
GenreRole Playing, Strategy
TagsExperimental, Roguelike, Stealth, Survival Horror, Text based, Turn-based, Turn-based Strategy

Comments

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The more I play it, the more I enjoy the concept. I'd classify this as a puzzle in roguelike's skin, and I mean it in a good way :)

I was wondering, do you generate levels with a guarantee that they're solvable? And if yes, what's the algorithm idea like?

Also, is there an end to it, or it just keeps adding enemies? (I never got past 3)

(+1)

Thanks! I agree, even though I consider it complete, I'd hazard that it's not strictly a roguelike in its present state.

There's no guarantee for a solvable level at this point, however, the levels do get easier as you ascend.

Generating solvable levels would make the game trivial, so once judging is complete, I plan to add a few mechanics that make the game more interesting ... and also make those impossible situations a little less impossible.

There are 8 floors in total, so you made it two/three floors from the end! The last floor has 4 monsters.

🧛‍♂️

(+1)

Very interesting concept, I like it. :)

(+1)

thanks! 😃