The Secluded Cave by Stargoat
You find yourself alone in a strange cave.
Controls are AWSD and mouse.
No sound because it was crashing for some reason :(
Controls are AWSD and mouse.
No sound because it was crashing for some reason :(
Ratings
| Coolness | 100% | 1 |
| Overall | 3.02 | 184 |
| Audio | 1.11 | 561 |
| Community | 2.16 | 477 |
| Fun | 2.64 | 231 |
| Graphics | 3.37 | 133 |
| Humor | 1.29 | 575 |
| Innovation | 3.27 | 98 |
| Mood | 3.38 | 74 |
| Theme | 3.40 | 119 |
Another thing i could mention is that its a little short, and you have no indication that the game has an end (looked like a survive till the end game to me, but with no score).
btw, i added a strategy guide on my game's entry page. you should check it out.
The cave generation is kind of dodgy. A lot of quick fixes to make it work *most of the time*, but there's a small chance that it'll only generate a small cave. The weird enemy spawning is based on a few things... firstly, if you're in a small area, the closest valid area for a monster to spawn could actually be quite long in walk distance. Monsters have timed life, since the next wave won't spawn unless there are no monsters, and the number of them in a wave is based on the total number that you've killed (to a maximum of 20). The length of the game is based on the game's timer instead of number of waves fought (in retrospect this was a terrible idea).
All of these together make a kind of inconsistent experience!
I love the lighting so much, I just gotta say. It was also cool how the monsters were glowing eyes in the darkness before you turned to look at them. Blasting apart those monsters was a good time, and the darkness helped enhance the feeling of being alone in a cavern. Not sure I liked the choice of yellow for the cave walls, though.
I liked this one, it was fun and simple.
Works well under WINE, tried to compile a linux build but it's missing a dep in the source, libtcod.h
Like a few others have said it, it could have been better if you'd had time to get the sound working and maybe add a small circle of light all around the player and perhaps have the map scroll or the pointer position update as you move so that walking around the map doesn't cause your aim to change. But overall a great entry :)