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darktower

A simple, multi-leveled, rogue-text adventure that uses modular rooms, fixed inventory, and puzzle-solving to progress.

The idea is that the user is presented with a selection of randomly combined modules and provided with a finite set of tools with which to escape. By offering fixed-decision making I hope to make the gaming experience more efficient and fluid. This will hopefully prevent frustration in the myriads of failures the user is sure to face.

The scent of brimstone is overpowering. Through a smokey haze you can make out a cage surrounded by candles in the center of the room. The cage containes an Imp. A message is scribbled on a faded, yellow peice of paper attached with a thin, metal wire to the cage. The Imp looks at you with a toothy grin that fills you with suspicion.

You can:

  • Read the note
  • Look at the candles
  • Open the cage
  • Poke the Imp

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A simple, multi-leveled, rogue-text adventure that uses modular rooms, fixed inventory, and puzzle-solving to progress. The idea is that the user is presented with a selection of randomly combined modules and provided with a finite set of tools with which to escape.

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