Glittering Light 2
Imagine a turn-based game as alert and dynamic as any action RPG; it just waits for you to move. Imagine a game that takes good old ASCII art and lends it a new dimension — literally. This is Glittering Light 2: a coffeebreak rogue-lite that blends tradition and modernity. A few highlights:
- simple rules that allow for strategy without overwhelming the player;
- controlled with the arrows and three other keys, or the on-screen buttons;
- abstract, surreal premise that doesn't detract from the gameplay;
- colorful, richly decorated levels with a different layout every time;
- played in short bursts; option to replay the same game and get farther.
The game requires a modern web browser, such as Opera 58 or Palemoon 28; also tested on Android 5.1 with the latest FOSS Browser.
As of 12 February 2020, the game is complete as originally intended.
As of the 29th, there are strafing keys and improved frustum culling.
How to play
You can control the game with the on-screen buttons, or else the keyboard:
- arrow keys or WASD to move;
- spacebar to attack / pick up items / interact;
- Enter to wait a turn;
- Escape to bring up the game menu;
- in the menu, both space and Enter select, while Escape exits.
Walking over items also picks them up. Hidden commands: the Tab key takes you straight to the minimap from anywhere in the game; Control + left/right sends you strafing (not available with the on-screen buttons).
Apart from the in-game help, you might want to know a few things:
- The portal is always in the southwest corner of the level; you'll usually spawn somewhere close to it.
- It's best to first explore the area around the portal, but sometimes one last pile of glitter will be all the way in the opposite corner.
- Grace determines how many moves you get versus other denizens of the maze.
- Said denizens become weaker every time you attack them; if they're already right next to you, it's often better to fight than run.
- That said, their attacks also steal your available moves temporarily, and so slow you down.
The game doesn't have a last level; just go as far as you can every time. I can get to level 7 (give or take) on most playthroughs.
Powered by the EightWay Engine.
Bedstead font by Ben Harris.
Sound effects by:
|Author||No Time To Play|
|Tags||Abstract, ascii, Colorful, Perma Death, Procedural Generation, Roguelite, Short, Surreal, Third Person, Turn-based|
|Code license||Artistic License 2.0|
|Asset license||Creative Commons Zero v1.0 Universal|
|Average session||A few minutes|
|Accessibility||Color-blind friendly, Subtitles|
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Game is hard to control, the text is too big
I'm not sure what you mean by that.
A and D is rotations, isn't it the mouse that does the rotations? And the text is too big. And the frame rate is very not optimized. The framerate goes to the ones, version 1.0 of my first maze, goes on 24fps.
This... isn't a real time game. It's turn-based. It says so right there in the first paragraph. No, the mouse doen't do rotations because it's not a FPS and you can't rotate freely. It goes in 45-degree increments. Edit: also it's designed to work on mobile, which means no mouse.
This was really cool reminded me of old games like the og Rouge i love the retro graphics!
though i would recommend you have the player turn smoothly when rotating
That's... literally impossible giving how the graphics engine works. But thanks.
Neat idea! Always interesting to see unconventional character stats.
Thank you so much! Designing rules according to what the game is trying to underscore is an idea I picked up from the RPG Design Patterns book. People too easily forget that the average fantasy system made to support murderhobos slaughtering goblins is very, very political. And that's a problem.
That's something I think about a lot too. It's why I settled on robots for my game, and then making them physical versions of online bots kind of sprang from that. It's a superficial theme for now, but I hope to build on it.