One hour before my deadline, I present "phage" -- a roguelike about
nomnom and genes.
YOU ARE: A phage-o-morphic scout for an invading fleet
YOU CAN: Eat the things you kill and gain their Talents
YOU MUST: Gather genetic data from the native populace
YOU SHOULD: Try to stay alive until the fleet arrives
It's written as a module for T-Engine 4, beta 38. Quite a great
engine, and I've gotten quite an appreciation for LUA in the process!
This was overall a great experience -- despite not coding in years,
and this being my first game, I've made a thing that's almost a cool
game. There are certainly issues -- balance is a big one, and I want
to have a better, longer, levelling progression that doesn't feel so
dangerous as first but harder later. I'll save that for another
version, since I'm out of time!
No hp. No stats. No bump to attack.
Talents define you and your enemies -- they're both what you attack
with, and what gets attacked.
When you consume a kill, you pick a stat to raise based on some
internal math, and every other talent degrades a (listed) amount.
The world settings are randomly generated each game -- world colors,
the species of critters, what each species has for talents, etc.