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Cart #minotaur_v1-0 | 2023-04-07 | Code ▽ | Embed ▽ | No License
16

King Minos has thrown you into the minotaur's labrynth! Can you kill the minotaur, rescue your fellow Athenians, and find your way out of the labrynth?

Controls:
Arrows to move.
Z to attack.

P#128248 2023-04-07 03:42 ( Edited 2023-04-07 03:43)

9/10 a very good short game, whats the yellow block collectible?

P#128269 2023-04-07 20:41

Thank you for the kind words!

The collectibles are:
shield: take less damage when hit (pretty sure this is the one you are asking about)
sword: deal more damage when attacking
boots: run faster
heart: restore 1 HP

P#128273 2023-04-07 22:31

This is hard

P#128334 2023-04-09 06:02

I like the thread game mechanic. Very mythical!

P#128340 2023-04-09 09:31

Nice short game! The thread is kinda strange at first but it really helps returning to entrance after rescuing.
It's pretty easy thanks to ability to slash over walls ;).

P#128350 2023-04-09 15:01

Very nice! I discovered this because of LazyGameDevs nomination here - great game! How did you code the "fog"?

P#129074 2023-04-27 07:16

It was super cute. I loved it. It remembered me the kind of games I was trying to make during the 80s on my Commodore Vic20.

P#129198 2023-04-30 20:03

@taxicomics the fog is in a function called "darken" if you want to look at the code.

The basic approach is to render the scene without fog, then calculate light intensity values for each tile on the screen, then draw fog sprites over each tile based on those light values (sprites 3-12 are a ramp from "almost black" to "almost transparent")

Calculating light intensity starts by assigning the player's current location* an intensity of 7.3. Then the neighboring tiles get a smaller intensity, and then the neighbors of those tiles get an even smaller intensity, and so on until you get down to an intensity of 0 (this is a breadth-first traversal).

* Technically it does sub-tile light intensity calculations for each tile adjacent to the player's location. This was added to avoid abrupt transitions when the player moves between tiles. It doesn't do sub-tile calculations for other tiles because it would be more expensive and (I think) wouldn't change the result.

P#129213 2023-05-01 03:49 ( Edited 2023-05-01 03:49)

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