On Mar 15, 7:19 am, Slash <java.ko...
I am kind of torn on success or failure.
I played through today and completed the game. It seemed too easy,
possibly due to some random factors.
(One dungeon was overstocked with items and I got ridiculously lucky
in the Foozle fight).
I guess I also know all the tricks to fighting the monsters and
The python script and images are zipped together and available on
The only difference between 1.0 (released in the time limit) and 1.01
(outside time limit) is that the line "cheat = 1" was changed to
"cheat = 0" in 1.01
Some features got cut down, but there is still some variety.
These features were simplified but still exist in the game (could be
* Planned long fetch-quest chains reduced to one-step fetch-quests
* Sequence of different key types for locked doors reduced to a
* Gates only block your forward path; intended to block back-tracking
* Levers act like buttons, but never made it to the room generation
* Dungeons layouts can sometimes be trivialized if a good gate is not
* World map looks cool but is pretty useless from a game play
* Only 6 types of monsters; no real AI, but 4 have special powers
* (I ran out of time to add wizards, who would attack from range
and teleport around)
* Gold is useless
The game is pretty cohesive and if you can overlook the fact that
cheats were enabled in 1.0 and the game is too easy because I didn't
playtest a complete game, I would call it a success.