Throwing items
The player can now hit monsters by throwing items at them. The chance to hit and the damage dealt is the same as in melee combat. Throwing distance does not play a role yet. Larger distances should perhaps decrease the chances of hitting.
I decreased the randomness of damage dealt, so that it now is the maximum damage (computed as str + dmg), or one point less. Previously all dmg could randomly be ignored in that computation. I am considering also decreasing the chance of missing. Both changes would be aimed at making the combat more predictable so that whatever you have planned to do in any situation is not totally dependant on luck. In other words, I would like for gameplay to be closer to chess, than to a gambling game.
Other changes in this update are a different colour palette, selection of one of the smallest rooms in the dungeon as the starting room (representing a prison cell, it now also contains a few bones you can pick up as weapons), and a few small bug fixes.
As I am writing this game I have to say I do not yet have fun playing it. Hopefully it will become better by (among other things) adding a greater variety in monsters, items, and available actions. Some things I have planned are:
- less randomness in combat, to see the result of actual good and bad decisions
- use of bows and (stacks of) arrows for more ranged combat
- more actions the monsters can do (such as picking up and using items)
- more monsters, more items (weapons, shields, armors, potions...)
- more dungeon levels than just one
- a tier system to spawn monsters and items based on the current dungeon level
Skeleton Dungeon
Work in progress turn based roguelike
Status | In development |
Author | Foppygames |
Genre | Role Playing |
Tags | 2D, Roguelike, Turn-based |
More posts
- Armor can absorb damage24 days ago
- Show monster stats30 days ago
- Making a turn based roguelike36 days ago
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