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retromancer's Introduction

Retromancer

Retromancer Title Image

You are the Retromancer. Time has taken its toll, for the one closest to you has become corrupted and torments the land, simply known as the Lich.

It is your responsibility to save this world through your powers of reversing the effects of time and the damage the Lich has done. Perhaps they can still be saved -- returned to a moment in time before evil overtook them...

Screenshot

This is a 2D puzzle + bullet hell esque game written for the second ebitengine game jam

Features

  • Co-op play, locally or networked (LAN recommended)!
  • Puzzle solving!
  • Cool reflect and deflect abilities!
  • Bullet hell, especially with bosses!
  • 3 total bosses!
  • 2 endings!
  • Optional GPT generated dialog for all the text in the game!
  • Controller support!
  • HATS!!! hats
  • Customizable content by editing or overriding the data files that define the levels, bullets, and enemies!

Customization

If you want to override anything, create an assets directory next to the executable and the game will prefer the contents of that directory over the built-in ones. An example would be to add your own gamepad to the gamepad.yaml files in the event your button and axis keybinds don't work out of the box.

Much like magnet, levels heavily rely on ASCII, so a tool like ediTTY will help.

All of the maps, enemies, and bullets are defined as YAML files in their respective folders in the assets subdirectory.

Building

go run . or go build . will suffice to either run or create a build of Retromancer.

retromancer's People

Contributors

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Forkers

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retromancer's Issues

Backtracking

Ye, or nay -- can a player backtrack to a previous room visited, or are dungeons simply linear?

I don't see a point to backtrack unless we have things like keys, etc., that the player collects and has to return to a previous location. That might be cool feeling, so long as what must be done is quite clear to the player.

Abilities

Main player abilities has some issues/considerations:

    1. Reverse seems fine. Should this be the same ability that is used to reverse degradation of levers, torches, etc?
    1. Current Deflect feels awkward, since it applies on the player with a mouseclick. Perhaps there should be:
    • a. Player-relative deflect shield, that simply deflects at an angle from the player's center to the projectile. Probably activated by 'space' or something.
    • b. A hand-relative deflect shield, that deflects in the last calculated angular direction based on the mouse's movement. Right-click.

Gameplay Discussion

Leading ideas are:

  • 1-bit sprites
  • same color projectiles can interact with wall buttons, etc.
  • can reflect enemy projectiles via mouseclick
  • can deflect enemy projectiles (aimed reflect) via hold alt fire (channeled)
  • Link to the Past style -- puzzle dungeons
  • Overworld map that goes to dungeons
  • Potentially multiple "layers" to a room, with interesting stacking rendering thereof

Puzzles

This issue provides some puzzling about puzzles.

Progression Stuff

On entering a new map, there is a safe zone where you can see the room before it activates fully. Turrets will fire, but they cannot target the player. Once stepping through a PHASE GATE or whatever, the room becomes entirely active and the way behind you is blocked (make sure not to squish the player or get them stuck).

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