Slime Keeper
Controls
Mouse only - click to do everything in the game.
Description/How to Play
Slime Keeper is a Tactical Roguelike!
Go into the Slime Caves, kill slimes, go back to the keeper,
sell slimes, buy weapons, rinse and repeat.
WARNING: You cannot go back to the slime keeper until your floor is clear!
If you die it's game over.
HP: Health Points - if 0 you're dead.
AP: Action Points are accumulated at the start of your turn.
FP: Fatigue Points are removed at the start of your turn.
Attacking requires a weapon's listed AP + your hero's current FP to attack.
After attacking a weapon's listed FP is added to your hero's FP.
Movement cost is 1 + your hero's FP per space.
GLHF!
About This Project
This was made for 7drl2025 in a custom engine from scratch in HTML5.
I made the scene management part of the engine before the jam, and made everything else during the 7 day period.
I streamed the whole thing here:
- https://www.twitch.tv/chreeshendolo
And posted about it here:
Updated | 11 days ago |
Status | In development |
Platforms | HTML5 |
Author | chreeshendolo |
Genre | Adventure |
Made with | Aseprite |
Tags | Seven Day Roguelike Challenge, Tactical, Turn-Based Combat |
Average session | About an hour |
Languages | English |
Inputs | Mouse |
Comments
Log in with itch.io to leave a comment.
Might be a bit too complicated I think
What a wonderful gift that you record your first encounter with our games - I greatly appreciate the over the shoulder experience of watching you figure everything out in real time, so thank you for this 🙇
I’d love to respond to some of the things that you experienced during your playthrough:
I think you actually figured out FP completely, especially at the end of the video. However for the sake of anyone struggling: Fatigue Points (FP) are added every time you use a weapon. FP is added to your Action Point cost of most player actions. Moving is 1 + FP per space moved, attacking is whatever the weapons attack is + FP.
So imagine this scenario: A weapon has AP of 1, and FP of 1. The first attack will cost 1 AP (1 AP + 0 FP) and add 1 FP to the player, the second attack will cost 2 AP (1 AP + 1 FP) and add another FP to the player, and the 3rd attack will cost 3 AP (1 AP + 2FP) and add another FP to the player. Finally if the player would like to move at this point, it will cost them 4 AP per space (1 AP + 3FP).
This mechanic has a high cognitive cost because you are often trying to pre-calculate your potential damage output with a weapon, or a combination of weapons. My hope is that some extra attention of information design, along with lots of telegraphing/previewing of costs will allow the player to do less of these calculations on their own, and better intuit what they will be able to do with any given weapon.
Thank you again for this video - if I do end up making a comprehensive update, I’d love to get your take 🙇
Fun game! Thanks for making
Thank you for playing ❤️🙇🏻♂️