Tiles Alive
About
The Dungeon has immobilised all Monsters within its deep Rooms. Without Monsters, the adventure business has come to a standstill. You must descend into the Dungeon's depths to free the Monsters and bring back mass tourism.
A roguelike created for the 2022 7DRL game jam
I created the complete game during the 2022 7DRL Game Jam in 7 days with actual 94 hours spent. I used "Unity" Game Engine, "DoTween" tweening, Music by "DarkFantasyStudio", SFX from Miscellaneous and "Special Elite" font. I coded everything specific to the game during the game jam. I used my own developed code libraries: Debug/Trace, Playfield/ Grid Dimensions Manager, Directions Extensions, Pooling, Random Extensions, Vector2Int Extensions, Queue, Generic Game Loop. I created all graphics during game jam.
Tiles Alive Concept
- Procedural grid based/ "virtual character set" room generation, with increasing difficulty, where there is always a path from start to exit and all items are initially reachable
- Turn based movement of single character with stamina decay, where Monsters have to be collected instead of hack'n'slashed
- Dungeon rooms are the enemies, by changing dynamically, but the full rooms and all information is presented to player
- Status as numbers, but no RPG character development
- High fantasy (Dungeon, Monsters, ... that's it, and some magical dynamics)
Limitations of the 7DRL Game Jam version
- Limited balancing of food, tiles alive (raise, sink, move)
- There are cases, where the room destroys items/ monsters, which cannot be avoided by player
- There are (seldom) cases, mostly in later rooms due to the room dynamics, which make the room unsolvable
- Best score and room are not persisted for another game start
- Very seldom non reproducible bugs, which freeze the game or lead to looping behaviour