Hello Rogue v1.01
The game is now bumped up to version 1.01. While the update itself is technically minor (only a few lines of code, plus a couple of bugfixes) it has a tremendous impact on the game.
First, the biggest change is that health no longer regenerates over time. In its place, the player now regains full health after exiting the level (UPDATE: click here for more details)
Players now have an interesting choice to make on a moment-to-moment basis to either:
- Explore the floor further to find more healing potions & other items, but at the risk of encountering more monsters.
- Rushing downstairs sooner in order to heal, but leaving the rest of the floor unexplored.
Both choices has its risks and upsides. It feels very "roguelike" at how this amps up tension in smaller games. I have no idea why I did not thought of this earlier. A big hearty thank-you to a fellow rogue at r/roguelikes who suggested this idea to me sometime ago.. you know who you are!
Second, this will affect how hunger works in the game. I always think of hunger as a "slowing obstacle" mechanic in this game. Melee attacks will now have a higher chance of missing the target when starved. Number-wise its not a harsh adjustment, but *just* enough to make it noticeable.
That's all for now folks! Thank you all for playing, and take care.
Get Hello Rogue
Hello Rogue
A simple pocket-sized roguelike
Status | Released |
Author | One-bit Punch |
Genre | Role Playing |
Tags | 1-bit, ascii, Dungeon Crawler, Procedural Generation, Retro, Roguelike, Short, Turn-based |
More posts
- Hello Rogue v1.02Dec 08, 2020
- Additional notesNov 12, 2020
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