Treasures

A treasure hunting roguelike

You play as a treasure hunter who depends into ancient ruins. You can't carry treasure past your weight capacity. You'll only score the treasure when you reach the surface. The deeper you go, the rarer the treasure is. However, it makes it more dangerous when you climb your way back up!

Controlls:

WASD to move

space to jump

K to attack

J to use a your whip sword to grapple on to
walls (you can only grapple when you're
pressing a direction including diagnols).

Press J again to zip up toward the end of the grapple.

A and D to swing around when you deployed the whip sword.

W and S to raise and lower the grapple when it's deployed.

E to interact with doors and treasure

​V1.1: Fixed a bug that made the player collect more treasure then they should be able to hold.

Voting results

Overall
6th
56%
5.875
Graphics
7th
67%
5.500
Audio
8th
78%
5.625
Gameplay
4th
33%
6.125
Originality
5th
44%
5.875
Theme
8th
78%
6.000

This game entered in the Team competition (9 entries).

Comments (12)

Anonymous
 • 1 month ago • edited • 

very good!, i bet it would be easier with a gamepad

pikachurian
  • 1 month ago • 

Thank you Joem. I could have used the mouse to aim for the grapple, but I wanted the game to be keyboard only. If I update the game post jam, I'll try to add some gamepad support. And maybe a line to show where the grapple is aiming.

Anonymous
 • 1 month ago • edited • 

Very comfortable control and nice camera movement, but I think I found a bug. I was stuck in some areas and could not continue the game further. Is this a bug or is it the way it should be?

pikachurian
  • 1 month ago • 

@sssmonder Thank you for playing. For the movement, I spent most of the first day tweaking the movement so it felt good. What do you mean when you say you were stuck in some areas?

Anonymous
 • 1 month ago • 

@pikachurian I could not get out of some places that you cannot get out of by jumping. For example, I got into a place measuring 1 high and 4 wide and it is impossible to jump out of it.

pikachurian
  • 1 month ago • 

@ssmonder That's weird. I thought you were refering to the caves/tents that can sometimes block doors. The grappling hook should help with traversing most of what the level generator can throw at you. Did you know you can do a "wall jump" with the grappling hook by grappling a wall, jumping and grappling again with careful timing. I just posted a tips and tricks guide under related post, maybe that can help.

Anonymous
 • 1 month ago • 

@pikachurian Sorry, I didn't know about that)

pikachurian
  • 1 month ago • 

@ssmonder no problem. Hope the game is more enjoyable now

Lokior
 • 1 month ago • edited • 

Great oldie-feeling game
The controls were a little overwhelming at the beggining and I would probably be able to go further down than what I did.

Overall great
Thank you :)

Anonymous
 • 1 month ago • 

What is cooler than exploring a rand generated cave system: doing it with a grabbling hook of course! I really enjoy the gameplay (specially the grabbling hook :P) and the idea of hunting for treasures and then coming back to the surface.It felt to me very balanced, tight-controlled and rewarding to play. Music and art were nice companions.

Amazing work! Thanks for sharing :)

benjamin
 • 24 days ago • 

I was not able to check my score because the gameover screen come too fast. The sword bounding box is verrrrry adventageous for the player. I wish the graple would go up and down when the ceiling is too high instead of not giving any feedback. A buzz sound, could be enough, if there's no time to animate. The caves were fun to explore, but I think you could have a lot more replayability with just one or two more monster types ( flying ones for example or shooters )

pikachurian
  • 24 days ago • 

@benjamin You're score doesn't show when you die because you only score points for making it back up to the surface. We were planning a few different enemy types such as a flying one or enemies that act like the bugs from Metroid that climb walls. The feed back sound is a good idea. The attack hitbox for the player is a bit generous, but it's to make the player feel powerful, and the game is kinda hard as is. Thank you for playing.

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Author

pikachurian

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