Standard Pico-8 controls, arrow keys, x, z, enter for pause menu. *May* work fine with gamepads or on touch devices.
Welcome to TOYROGUE. Fight your way through an endless dungeon of horrors in this turn-based rogue-like.
ATTACK randomised enemies in turn-based combat
EQUIP randomised items to power-up your murder hobo
THROW bad items at the enemies to lower their stats!
EAT fortune cookies
CHOOSE to be a dragnet of death and entropy or skillfully navigate your way through the dungeon
Made in Pico-8 January 2021 for ToyBoxJam2020. ToyBoxJam is hosted by Tom Hall (of Id Software, Commander Keen, and Ion Storm fame) and gives everyone the same starting graphics and music as a Pico-8 cart. The gameplay and everything else is up to you, so I decided to have a go at making my first platformer. So of course, it had to be a platformer with no jumping*. For more info about the jam or to try out the other submissions and see how others used the assets, visit the ToyBoxJam page on Itch .
This is a Rogue-like and features very high randomisation and perma-death . Do not be surprised if you get one-shotted by a dragon on the first level or never find a decent weapon. Losing is fun!
Known issues:
There's a rare bug where the game may crash after the victory screen when starting a new game.
Version history:
1.05 - Fixed a bug where an infinite combat loop could start when running away from enemies into a wall.
1.04 - Added enemy scaling, the more game hours pass, the stronger the enemies get.
1.03 - Fixed bug where HP wasn't reset when starting a new game
1.02 - Squashed lots of text display bugs.
1.01 - Fixed a crash when trying to sell items when inventory is empty
1.0 - Initial release
Tips and Tricks:
Development:
This is my second submission to the jam, as the jam was extended a whole month I had enough time to rewind after my first submission, get together some ideas and knock this one out. This game was a lot of hard work, despite having given up on a turn-based combat game before because it was too hard I still somehow managed to underestimate how hard I would find this. The game also needed a lot of UI stuff, and UI stuff is hard.
The hardest part was the (extremely limited) animation in combat. I avoided adding animation until very late, and it's clear I should have had it in mind from the start.
There were a lot more features I wanted to add but ran out of time/tokens. The one I'm most bothered about is not being able to get palette-swapped enemies into the game, increasing the randomness even more.