Thief Run
by linnno
Thief Run
Tags for Thief Run
Description
The objective is to collect coins and avoid spikeballs
I already know of the bug with the random game-over screens from the enemies spawning on the player on random occasions.
How to Play
The objective is to collect coins and avoid spikeballs.
Navigate through the menu with either your Mouse or WASD.
Navigate through the game with WASD.
Change Theme with T
Comments
aawood
Dec. 20, 2017
The core gameplay mechanic of running round a grid feels mindlessly satisfying, and I quite like the idea of a turn-based snake game. But there's too little to do, it's too easy, and because there's no reward for a high score, when you do eventually zone out and walk into a mine, you don't really care.
If you have a direction in mind for this, then I'm interested in seeing how you flesh it out. If you don't, may I suggest you push this to a minimalist, single-screen Rogue-like? There could be something very interesting in taking the Rogue-ish ideas of turn-based experimentation and increasing abilities/threats, and mashing it up with the Snake-ish concepts of limited space and coin-grabbing.
Alternatively, have a look at a ZX Spectrum game called "Survival"; it's the un-recognised grandparent of the "move through a grid collecting stuff" genre, and there may be mechanics in there that are worth reviving (and it's old and obscure enough that _no-one will ever know_). Good luck.
Wow, Thank's alot for the feedback! I really appreciate it, this was my first project in school for the course Programming 1 which I just recently handed in. I have an A this far into the course and would really like to expand the concept, allthough for next year we will be starting a C++ course instead of a JavaScript one. This doesn't mean I won't expand on this game but it would take some limited time out of my spare time! Thanks once again for the amazing feedback, it was really motivating!
ChaoticBrain
Dec. 20, 2017
In the subroutine that spawns mines, make the following check: "If (new mine X-position != player X-position AND new mine Y-position != player Y-position)", and only if that check is satisfied should the new mine be placed.