Roguelike Pro is a roguelike for the PICO-8 fantasy console.
Do runs in proceduraly generated levels, earn coins, gear up, do more runs until you are strong enough to defeat the boss.
Hit the (x) button to exit the level and return to the main menu.
Hit the (y) button to stay and let the enemies move.
Please bear with me, it was the first time that i did create pixel art.
v1.2 (thx to @dw817)
-added "hold" button to let enemies move while player stays still
v1.1 (thx to @Verb)
-fix armor bonus so it wont become lifedrain
-fix hp costs
v1.0
-first release party
v0.1.4
-added savegames
v0.1.3
-changed menu colors to brighter ones
-added a minimum space when spawning enemys, so they won't agro on spawn (thx to @dw817 )
v0.1.2
-changed price for HP upgrade to 15
v0.1.1.1
-changed coins received from 1-3 to 1
v0.1.1
-add boss fight so there's a real goal to achieve.
-block exiting level when infight
ToDo:
-add more enemy types
-add a wait button
-loot
(c) 2023 Dennis M. Heine.
the level generator is a modded version of
https://github.com/vronc/Lua-Dungeon-Generator
created by Veronica Hage and JuanjoSalvador



Historically rogue lites/likes have a wait or skip turn button incase you pull aggro at a bad distance and don't feel like using terrain to brush them off



Awesome, it threw me off that that wasn't an option, and that consuming items didn't take a turn



Hi @decipher2k20. No, it is still doing it. Here, let me try and explain.
Let us suppose the player is in a narrow corridor with the enemy thus:
![]() |
[40x24] |
The player hits the NO MOVE button or touches the wall, in any case it means the player does not want to move and wants the enemy to come closer.
![]() |
[40x24] |
Okay so in that one move the enemy comes closer, but here's the problem. In your current game the enemy ALSO hits the player immediately. This means there is absolutely no way the player can approach an enemy without always being hit once.
I have never seen a ROGUE do this. Normally in Rogues the enemy would approach one step and then the PLAYER can always attack first. If the monster is still standing after a single attack, THEN the monster can attack and not until then.
Also when you bring up your menu during gameplay, there is no button to exit to return back to the game. You can only select start a new level.



It could be intentional. There are many roguelikes in which enemies can move toward the player and attack before the player can take an action. Most roguelikes with a speed system have enemies likes this; ADOM, Angband, Brogue, DoomRL, etc.



Well now, @binaryeye. I suppose if your agility and/or dexterity is especially low, that could happen. I do know it makes no bearing, for instance, in popular Windows, "Rogue's Quest."
You can always attack first, yet that still doesn't necessarily mean victory. It is quite possible you might do minimal damage and as they attack on the next turn, you could die in that one hit.
The whole purpose of Rogue is to follow a tactical method that gets the player hurt as little as possible. Zero damage if the player can take out opponents with one hit.
Also, @decipher2k20, I noticed your opponents can move diagonally. The player cannot so this also gives them the advantage.



Very nice! I like the procedural dungeon and zombie AI. How about some health potions and gold piles scattered around to entice us to stay longer? :)
btw there's a bug where the shop only charges you 5 gold for health, as long as you have 15 gold, and sometimes the zombies do negative damage with good armor.



@binaryeye @dw817 exactly, the zombie hiting the player as soon as it aproaches is intentional. without that, it would be too easy. the player could run away without problems and exit the level as soon as he takes lots of damage. with instant attacks, careless behaviour will be punished. the player not being able to return to the level is also intentional, because the player shouldn't be able to save his progress without restarting.
@Verb yes, i tought about that too. loot would be really cool.
the bugs will be fixed in the next release ;)



"the zombie hiting the player as soon as it aproaches is intentional."
Well ... that was all I had to suggest then, @decipher2k20.
As the others stated, you might beef up the items found that recover hits as the opponents will always remove hits from the player before the player can to them.
[Please log in to post a comment]