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A Hint of a Tint (Roguelike with a story)

I'm happy to see many indie developers making dungeon crawlers these days. Here's my contribution.


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A Hint of a Tint

Closely following traditions laid down by the roguelike genre but boasting a friendly interface, A Hint of a Tint is a dungeon crawler featuring two modes of play to satisfy both casual players and hardcores.

Story Mode

Mandy can't figure out why every creature she has met since finding herself in this strange new world speaks of her as if she had literally just been born. They all keep referring to a device known as "The Spawn Symbol" as her origin. But if Mandy had really been created by such a device, why is it that her memories of her past are so real?

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Take control of the Bee soldier, Tyalinne, on a mission through the mazelike Isterway Sanctuary as the events surrounding Mandy unfold piece by piece. The story, told in scenes alternating with dungeon-crawling sequences, promises some unexpected twists.

Survival Mode

Whereas in Story Mode you can continue from the room you were in when you die, in Survival Mode death cannot be undone. Choose one of the characters who appear in Story Mode to play as with the goal of delving as far into the dungeon as you can.

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Game System

- The game features pretty much everything you expect from a classic roguelike: Procedurally generated maps, turn-based combat/exploration, enemies and loot with varying degrees of rarity, an identification system for loot, and (in Survival Mode only) permanent death.

- Make use of a wide range of tactics. Brute force through your enemies, sneak past them while they sleep, bribe them with gifts to persuade them to ignore you or even fight on your side, teleport them or yourself away from the action, use the Demoralize Wand to make them afraid of you, or anything else you can come up with to stay alive in Isterway Sanctuary.

- It's all about the loot! There is never a worthless item. Some items have important uses not mentioned in their descriptions that are up to you to discover, and even a key no longer needed can be thrown at an enemy for small damage or to get her attention.

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edit:
Any downloads there might be will henceforth be available at the project's website. I likely won't be updating this thread again due to lack of interest. (As far as I know of, not a single person here tried the demo)
 
Hey, here's a project I haven't seen done in RM before!
While I never really got into the genre, I've seen my brother play a number of them, and it looks like you have a lot of the features completed already! I'm curious, did you script that fog of war? It looks very cool. The mini-map is a nice touch too, and I really like the customized menu layout. Keep it up!
 
Thanks :) The fog of war is adapted from a script by Wachunga, the mini-map from a script by Code Crush. The game system is almost entirely done with RGSS (I do use traditional eventing for story scenes), and a benefit of this is that it has been very easy to add new features as I come up with them.

Yesterday it occurred to me that some of the crazier players might have fun being allowed to adjust the size of the dungeon, number of enemies, number of items and such, so I added that feature on a whim. (I am hiding the explanation of how to do this in the readme file where we can be confident most people won't see it :lol:)
 

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