Additional notes


Greetings! It has been a while.

Hello Rogue is a roguelike made with the intent of keeping everything as small as possible. Think of it as me trying to describe the gist of roguelikes in 10 words or less.

A few notes on the game:

  • Strength is not a stat that measures combat power, but a cooldown resource that regenerates over time.
  • There is no game over by hunger or starvation. Instead the role of food is a way to replenish strength over time (the status icon @- and @= represents “Hungry” and “Starving” respectively). I like the idea of hunger as a way to keep players moving forward, but with less feeling of pressure. (UPDATE: click here for more details)
  • There are 5 Action skills inspired by Brough-likes (pushing, pulling, swapping, blocking, dashing). These actions consumes Strength points. You can easily win the game without using any of them - they are “flavours” to provide variety other than just bumping.
  • Speaking of bumping, you interact with everything by.. bumping into things. To close a door, stand on an open door and bump into either walls (the status icon #@ indicates that you have closed a door and are currently standing on it).
  • An upper-case NPC is just a stronger version of the smaller-case version. For example “r” and “R” both represents a Rat, but the latter has more HP and more chances of hitting harder.

NOTE: The desktop version has an experimental “widescreen” mode via the config.ini file (located in the user directory). There is also an option to increase the number of floor levels, but currently it doesn’t work.

I picked the original Game Boy 1.11 native resolution for the square-ish “portable gaming” look, but in a more accomodating 200x180 instead of 160x144. I used both Godot and Aseprite for development tools.

Thanks for reading!

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