stutter step by Evgenii Petrov

[raw]
made by Evgenii Petrov for LD34 (COMPO)
Stutter step is one-dimensional roguelike (and by roguelike i mean there is no graphic/sound and your success depends solely on random factor like it should be).

*** NOTE: Web version takes some time to load.

Use mouse in menus.
Use 'left' and 'right' arrow keys to play (there is also in-game 'how to play' page with more details).
Move left and right to regenerate health and to manage your weapon stack (try to keep good weapons on you)

Your goal is to reach right side of the map through a path guarded by mobs.

I'm using Source Code Pro font licensed via SIF OFL.

Ratings

Coolness 68% 3
Overall 3.18 528
Fun 3.03 575
Humor 2.31 519
Innovation 3.26 407
Mood 3.15 351

Feedback

Mithreindeir
14. Dec 2015 · 11:49 UTC
I always love to see rogue likes!
gene-z
14. Dec 2015 · 11:51 UTC
Crazy... Very Nice
Niphram
14. Dec 2015 · 12:01 UTC
Interesting concept, once you figure it out it's quite fun!
BUNN1E5
14. Dec 2015 · 12:31 UTC
Really cool, confusing at first though.
kmakai
14. Dec 2015 · 12:49 UTC
Interesting way to handle weapons/items in a simplified environment. Nice balance to the difficulty curve so far, as well. Great job!
Reggianito
14. Dec 2015 · 17:25 UTC
Interesting concept. Not really a lot of fun, but a proper translation of the classic roguelikes we all love into two dimensions. The extra symbols as "bvackground" are a cute idea.

This is just personal opinion, but I think that you could add a lot of strategy and fun with some changes like
-after attacking them, enemies will follow you and pick up weapons in their way, so you can't just run until healed and try again
-holding both keys to pick up medipacks/weapons, makes picking up weapons not a chore (fuck you club stop fallin to my right side I don't want to pick you up) and some extra strategy involving saving health for later.
x92rwzb
14. Dec 2015 · 21:51 UTC
Pretty impressive!
pvtroswold
14. Dec 2015 · 23:00 UTC
Nice job!
Kyace
14. Dec 2015 · 23:19 UTC
Nice use of the queue concept as an inventory manager.

Would have liked a way to tell how much damage/cooldown a weapon had without having to pick it up again (perhaps something like a tooltip/mouse hover?). Might suggest making the background characters darker than the weapon over head tiles (there were an embarrassingly high number of times that I though that '^' was a weapon/trap that the enemy was going to use against me). I would have liked some indication of how far behind me the fire was.

Over all, very nice game!
ChaosCult
15. Dec 2015 · 09:18 UTC
In terms of gameplay per control key used, this game is probably better than nethack! Very good.
simoroshka
15. Dec 2015 · 12:46 UTC
Basically you can't make any decisions. And you only use one button. I really don't get the point.
Oski
15. Dec 2015 · 21:56 UTC
This was a really interesting one! Good job!
rzuf
16. Dec 2015 · 13:47 UTC
Nice one! I love roguelikes, and this take on them reminds me of The Linear RPG by Sophie Houlden. :D
kostak
16. Dec 2015 · 18:55 UTC
Good roglice!
marod
17. Dec 2015 · 09:46 UTC
Interesting mechanics, but I think they need more work. Great Game!
LostTrainDude
17. Dec 2015 · 11:03 UTC
I can only imagine what would happen if mobs also used the same strategy to survive :P

Nice concept on a difficult genre! Congratulations!
crucknuk
17. Dec 2015 · 23:03 UTC
Nice entry. I wish I could have information about the weapon I currently have at any time, not just when dropping. Still interesting idea. Good job!
francoisvn
17. Dec 2015 · 23:28 UTC
Really cool. The "auto-pickup rotating through your weapons" thing felt a bit uncomfortable, but it wasn't terrible. If you make this a little bit deeper I think it would work really well as a pickup-n-play mobile game :)
Blake_Lead
19. Dec 2015 · 16:01 UTC
There is no much things to do but I liked this game. Well done !