So, while I haven't given up on learning pixel art, I've decided to make a Rougelike, which is something that comes a bit more easily to me.
Right now, it's at the point where it's a fully functional Roguelike that's pretty boring. I'm going to try to add two or three features a week, and have it ready for release around the time the HotOHR contest ends (not as an entry, I'm just picking that date as a goal for myself).
Hopefully one of these features will justify the title, which I picked just now 'cause it sounded cool. The game is currently being written in python using the libtcodpy library.
Current Features:
Classes: You have 2 options for classes. The KNIGHT has more HP and does more damage. The WITCH has less HP, but more MP. Since there aren't any spells yet, this means the knight is a strictly better choice right now
Items: The only non-magical item in the game is a healing potion that heals a flat five HP.
Monsters: The IMP does literally nothing. It can not hurt you because there's no floor to the damage formula. The OGRE can hit for damage, but nothing else.
Spells: There is currently no way to cast spells from MP. There are, however, scrolls that let you cast spells as one-use items.
Fireball: Hits an tile and does AOE damage to anything in the area, including the player if you're too close.
Lightning Bolt: More powerful single-target spell
Confusion: Causes monsters to move randomly
Devim: Causes monsters to run away from you, doesn't last as long as confuse.
Customization: Every time you level, you get to choose a stat to upgrade.
Progression: You can keep going down floors. Every floor has the same items and monsters, and there is no end.
Near Planned Features (Within two weeks):
* Spells can be learned and cast without scrolls. Witches are better at this
* Classes gain stats naturally, in addition to customization
* Monsters can more powerful at deeper dungeon levels.
* Change the level-up math to be less weird-looking (right now, your XP resets to zero at level up, and the next level xp increases linearly)
* Damage has a floor of 1HP
* Critical hits that more damage.
* Monster ability: Imps can knock items out of your inventory.
Mid-planned features (August)
* A third class. I'm leaning towards "Seer" rather than a generic RPG class, but it's list of abilities in my head is short (it can see more of the map!).
* More distinction between the classes generally
* Inventory and equipment
* A "timer" (i.e., food) to make you keep moving. Possibly related to the titular Slime Paradox?
* Some form of special room, either a shop or a boss fight (more likely a shop)
* Water tiles
Ultimate Goals (before November)
* A final boss and a victory screen.
* Fix the bug where the map generator sometimes makes a map with no way out of the first room
+More, generally. More spells, more monsters, etc. These are my bigger goals, though.



