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Koala Boutique - Adventurer Version

Check out the Manager version, the other part of this game.

Implemented features:

Map generation

The game generates a map with several rooms. These rooms have no random generation elements in themselves (yet).

Rooms

  • Trap and/or Enemy
  • Buffs
  • Healing
  • Loot
  • Secret
  • Exit

Enemies

  • Chaser
  • Turret (Missing sprites)

Traps

  • Spike trap
  • Arrow trap (Missing sprites)

Gatherables

Some objects can be interacted with in order to receive another type of item. (right now, the only example of this are the mushrooms)

Weapons

  • Mace (Slow but heavy hits)
  • Sword (Fast but less damage)
  • Bow (Ranged)

Classes

  • Warrior (uses mace, has more health and is slower)
  • Rogue (uses sword, less health but faster)
  • Ranger (uses bow, slightly faster than warrior)

UI

  • Player Health (and icon)
  • Lantern time left
  • Map UI showing explored rooms
  • Picked up item UI feedback
  • Mission End Screen (first draft)

Gameplay:

The player goes on missions to provide the Manager (other game) with resources to unlock more classes/items/buffs. These new mechanics and the prospect of unlocking more incentivize the player into coming back.

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