You have broken into the Temple of Slithering Things to steal the Orb of Koor. You must find the Orb and bring it back to the entrance with your sanity intact. You may want to pick up some extra gems along the way.

As its name suggests, the Temple is full of Slithering Things. Seeing them too closely will damage your sanity, but silhouettes are ok. They can also see you and your silhouette, and can hear noises like running, doors creaking, and gunshots. (Three are three kinds of Things, and three description sets which are assigned at random for each game.)

This is a short single level game, and probably very unbalanced.

Field of view is shown with a grey background, and is sensitive to light levels. In a dark room you may be able to see the area around a lamp on the far wall, but not the floor between you and the lamp. A stronger grey background on a monster indicates that you are seeing it in silhouette.

Tips:

  • Light and sound are both important to monsters noticing you.-
  • Some sounds are louder than others. Running is louder than walking.
  • Insanity is from seeing monsters, and is faster if you see them clearly (good light).
  • You can shoot lights.
  • Understanding monster wandering behaviour often lets you find safer places to move or rest.

This has been updated since the 7DRL contest. The 7DRL release is still available for download.

Download

Download
toss-1.0.0.tar.gz (7DRL release) 3 MB
Download
toss-1.0.0-web.zip (7DRL release) 775 kB
Download
tost-1.0.1.tar.gz 3 MB

Development log

Comments

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I managed to go out with the orb, with the strategy of speed running through the level until the north outer wall.

Note: you can see out of your fov thanks to the mouse :p

I like the idea. I didn’t really grasped the identification thing (and that is certainly why I didn’t really know why some of the things followed me, and others, not quite as much). I also found hard to see which cell is in my FoV (not enough contrast between the grey and the black).

The stamina management is interesting, too. The fact that I have to wait to resplenish it forces me to hide, instead of just running/walking/running.

Good work :)

Thanks!

The three monster types differ on whether they will run away from strong light or pistol bullets, and have different wandering behaviour. So in theory if you can work out how to tell the types apart in a run then you can make optimal use of resources. In practice I found doing that to be way more effort that it was worth.

Oh OK. Yeah that’s why once a monster fleed from a gunshot. But it didn’t work with the others ^^

That are actually big and useful differences (at least regardingthe pistol and light).

Maybe having hints on what there are would make them easier to spot (I didn’t see it anywhere). Because for us, players, it is actually even more work than for you, since we also have to guess what are the possible types of monsters.

Yes, I think that whole mechanic needs to be simplified a lot or just replaced. Maybe just having descriptions in the right panel that correspond directly to the monster behaviour.