===7DRL 2023 entry===

Yoko City Fire Rush 1.0.2

Made by rentonl and Finch

Music by Lucas Belaustegui

A turn-based rogue-like where you must descend the floors of a burning office building while attempting to rescue as many civilians as possible. Made with python pygame.

(Download 1.0.1 desktop executable version to see the version which was submitted to the 7DRL challenge)

Controls:

  • Movement: Numpad or WASD (with diagonals)
  • Skills: 1-6
  • Selection: Enter
  • Press "?" for in-game instructions

7DRL 2023 notes:

  • You can pull up the help page in-game with "?" if you missed it at the beginning.
  • I forgot to add <enter> key for skill activation when doing the wasd keys, so right now it only works with <numpad enter> key.  sorry!

Notable features:

  • Dynamic building damage and recursive floor collapses. Damage and collapses can even happen on floors you currently aren't on!
  • Entities on all floors step and perform regardless of whether or not you are on that floor.
  • Actionable entities are similar to player. NPC firefighters can use some of the same skills as you.
  • Mostly all sprites are uniquely made by Finch. The rest are from oryx design labs https://www.oryxdesignlab.com/
  • Particle effects for fire and dust.
  • Final grade based on an assortment of scoring criteria.
  • Unique UI features showing relative damage of all floors as well as mini-maps of the floors above and below you. Watch out for those collapsing ceiling tiles!

Berlin Interpretation checklist:

  • Random environment generation: Floors and entity placement are randomly placed. Albeit poorly.
  • Permadeath: You only get one shot.
  • Turn-based: Game actions are turn-based. Effects are real-time.
  • Grid-based: Entities confined to bounds of floor grid.
  • Non-modal: Partial. Game includes menus. Other than that the game is in one state.
  • Complexity: Lots of complexity in dynamic building damage and floor collapses.
  • Resource management: Need to manage hp and skill cooldowns.
  • Hack'n'slash: Requirement not met
  • Exploration and Discovery: Must explore multiple floors to find the civilians to rescue.
  • Single player character: Requirement met.
  • Monsters are similar to players: Partial. All actionable entities are based off of the same parent class. There are a few custom methods of derived classes not worked into base classes. However, for the most part the requirement is fulfilled. For example, all unit entities share similar behaviour and methods. A few hacky attributes were stuck on specific entity types at the end for the sake of speed of devlelopment.
  • Tactical challenge: Hopefully the case with more balance tweaking.
  • ASCII display: Requirement not met
  • Dungeons: Randomly generated floors.
  • Numbers: Requirment not met. Most numbers are hidden from the player

This game utilises my existing WIP engine called RLEngine. Some of the features my engine provided before the jam:

  • Input management
  • Complex turn-based game state management
  • Complex entity state management
  • Entity cache and index management for collisions and positions
  • Map management
  • Animated entities
  • Pre-made widgets
  • Inventory and Skill management
  • Random map generation with biomes and biome rooms (sorta)
  • Entity and targeting systems (sorta)


Download

Download NowName your own price

Click download now to get access to the following files:

rushcity_1.0.1.zip 41 MB
rushcity_1.0.1.rar 15 MB

Development log

Comments

Log in with itch.io to leave a comment.

Gameplay video of your game.

( 2)

Very cool idea for a roguelike! Nice graphics and animation as well. I'm not very good at it though, haven't managed to get above an 'F' rating. Don't think I've figured out a good strategy yet for rescuing the civilians. Would be interested to see other environments to fight fires in with different challenges!

(2 edits) ( 2)

Thanks for playing! I haven't gotten over an F rating either lol. I think I definitely need to scale the difficulty/scoring a bit better. Although my girlfriend did manage to get a C somehow! We had talked about adding some other environments so maybe more to come on next version!