Welcome to TOYROGUE. Fight your way through an endless dungeon of horrors in this turn-based rogue-like.
ATTACK randomised enemies in turn-based combat
EQUIP randomised items to power-up your murder hobo
THROW bad items at the enemies to lower their stats!
EAT fortune cookies
CHOOSE to be a dragnet of death and entropy or skillfully navigate your way through the dungeon
Made in Pico-8 for ToyBoxJam2020
The game can sometimes crash after the victory/defeat screen. (Thanks @maskedluka for spotting this!)
1.05 - Fixed a bug where an infinite combat loop could start when running away from enemies into a wall. (Thanks @Mumuko!)
1.04 - Added enemy scaling, the more game hours pass, the stronger the enemies get.
1.03 - Fixed a bug where HP wasn't being reset after game over
1.02 - Squashed lots of text display bugs
1.01 - Fixed a crash when trying to sell items when inventory is empty
1.0 - Initial release
Tips and Tricks
Stuck? This might help:
Throwing is a really powerful ability. Even if a thrown item doesn't do any damage, it can change the stats of the enemy it hits. Hang onto all those otherwise-useless items with -3 to defence etc. and hurl them at the enemy. This will be the only way you can defeat the more powerful enemies.
If you run from a fight you will start back on the map on top of the enemy, and you can move in any direction. You can do this if an enemy you can't beat is blocking a narrow corridor.
You can rest as many times as you want at the tent. Each rest takes two hours. You will have a quicker one hour rest each time you leave a level.
To start, you might need to equip a bad item so you can at least attack.
You can sell items in the inventory by pressing right.
You can re-arrange your stats when you start, try different builds.
The game is highly randomised. Some play-throughs are going to be much harder than others.
This is my second submission to the jam, as the jam was extended a whole month I had enough time to rewind after my first submission, get together some ideas and knock this one out. This game was a lot of hard work, despite having given up on a turn-based combat game before because it was too hard I still somehow managed to underestimate how hard I would find this. The game also needed a lot of UI stuff, and UI stuff is hard.
The hardest part was the (extremely limited) animation in combat. I avoided adding animation until very late, and it's clear I should have had it in mind from the start.
There were a lot more features I wanted to add but ran out of time/tokens. The one I'm most bothered about is not being able to get palette-swapped enemies into the game, increasing the randomness even more.
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