Find gear, improve it, fight enemies, repeat. Pick one of five classes for each new run.

Currently I have not implemented a safe feature.

I used AI for about 95% of it, interesting test but had many iterations to get it to work with precise instructions. Over the years I had many attempts to finish something playable but I always lacked the structure. 

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(+1)

There definitely a cookie-clickery charm to this! Although I feel like there's not much choice involved in the way you get new items, the mechanics give you no reason to not just click the green arrows every time they show up, which makes the loot rather one-dimensional.

The persistent upgrades are 99% of your long-term power, so the class which lets you farm upgrades does just obsolete every other class in the game.

I think it'd be interesting if there was a bit more of a 'prepare carefully' vibe to each creature. Maybe enemies had elemental weaknesses and you have an inventory of unequipped items you could fill up and switch out depending on the monster. It could lend more player interaction to item choices. 

I did have fun with it though!

This thing as bad and sloppy as it was is something I finished . For a while trying to build something new. Maybe too big but I have progressed and AI really helps me  to get the structure down that I always lacked. Basebuilder+TowerDefense+Roguelike as it stands. No demo yet or outlook if I manage to finish it.