===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!
  • If any judges are having trouble running the game, please contact me at renlawrence AT gmail.com with your OS version and I can try and get a build for you ASAP!

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

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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

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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!