- Introduction
- Roadmap
- Key Binding
- Main Screen
- Dungeon Building
- PC Attribute
- NPC Attribute
- Status
- Skill
Axe Man, Axe Man, does whatever an axe can!
Axe Man is a Unity Roguelike game. The current version is 0.0.2
. You need to
build four skills with effect blocks and fight your way through the dungeon.
A successful run takes about fifteen minutes.
The game is inspired from Baba Is You, Into The Breach, Captain Forever
Remix and Space Grunts. The ☼masterful☼ tileset, curses_vector
, is created
by DragonDePlatino for Dwarf
Fortress. The color
theme, One Dark Pro
, is created by binaryify for Visual Studio
Code.
You might be interested in other games made by me.
I am looking forward to publish the final version of Axe Man by the end of
April, 2020. According to my plan, the game will have three difficulties: Easy,
Normal and Hard. It is meant to be played on Hard. Easy and Normal act as
tutorials for new players. A successful run takes about fifteen minutes. In
order to survive the combat, players have to build four skills with effect
blocks themselves. You can try it by editing Data/skillTemplate.xml
. There
will be an in-game UI to guide player through this.
Main mode:
- Arrow keys,
hjkl
: Move PC around. Bump attack an enemy. Active an altar. Trigger a trap. x
: Enter examine mode.qwer
: Enter aim mode.m
: View game log.- Space: [Developer] Reload game.
Examine mode:
- Arrow keys,
hjkl
: Move examine cursor around. - Esc: Exit examine mode.
Aim mode:
- Arrow keys,
hjkl
: Move aim cursor around. qwer
: Switch to another skill.- Esc: Exit aim mode.
- Space: Use the selected skill, which might be
Q
,W
,E
orR
.
Please beware that Axe Man does not have a waiting key. This is an intended feature and the idea comes from Space Grunts.
|---------------|
| World | Help |
|---------------|
| | PC |
| Board |-------|
| | Msg |
|---------------|
The main screen is divided into five sections.
Combats happen on Dungeon Board. In addition to PC and NPCs, there are two types of buildings: altar (diamond) and trap (grey upper-case alphabet). Refer to Dungeon Building for more information.
PC Attribute Panel shows your HP, skill type and cooldown, and active status. When in aim mode, the panel shows the detailed data of a skill. Refer to PC Attribute, Status and Skill for more information.
Message Panel prints combat log in normal mode. In examine or aim mode, it shows the detailed data of a target. Refer to NPC Attribute for more information.
World Panel shows version number, seed, game difficulty, altar level, altar cooldown and remaining enemies. Help Panel shows available key inputs for current game mode.
There are two types of buildings in the game: four altars (diamond symbol) surrounding the center of the dungeon and various traps (grey upper-case alphabet) on the floor.
Altars block movement. Bumping into an altar grants you 5 HP and it becomes inactive for 10 turns. Moving towards an inactive altar has no effect. If you stand adjacent to an altar (north, south, east and west) and kill an enemy, all altars will be upgraded after a few turns. Altars can be upgraded twice. A high level altar grants you more HP and has longer cooldown duration.
|---------------|
| HP | CD |
|---------------|
| 5 | 10 |
| 10 | 15 |
| 15 | 20 |
|---------------|
Traps do not block movement. Stepping onto a trap triggers it. The trap disappears and you will have a negative effect. There are four types of traps: (F)ire, (W)ater, (A)ir and (E)arth.
You can view altar and trap data in aim or examine mode by locking a target with cursor. Refer to Status for more information.
PC Attribute Panel has three columns. The left column shows HP and four skills, including skill name, cooldown and type. The middle column shows active status, which might be positive or negative.
Enter aim mode by pressing q
, w
, e
or r
. In this mode, the left column
shows skill data and the right column shows negative effects (if there are any)
that will be applied to you after using the skill. Refer to Skill and Status
for more information.
NPC Attribute Panel also has three columns. The left column shows HP, move distance, attack range and restoration cooldown. Whenever the restoration cooldown reaches 0, NPC restores 2 HP. The middle cloumn shows attack damage. Some enemies apply a negative effect to PC by cursing, which is also displayed here. The right column shows NPC's active effects. Refer to Status for more information.
Actor status is described in this form:
[Effect name][Effect type]: [Power] x [Duration]
There are four names (Fire, Water, Air and Earth) and three types (Merit, Flaw and Curse). As you will see in Skill section, Curse is a special type of Flaw. So we have 8 distinct status: 4 names combined with 2 types.
Effect duration usually counts down by 1 every turn. When the duration reaches 0, the status will be removed at the start of next turn. Effect power will be described in the next part.
|----------------------------------|
| Name | Merit | Flaw | Curse |
|----------------------------------|
| Fire | Fire+ | Fire- | Fire? |
| Water | Water+ | Water- | Water? |
| Air | Air+ | Air- | Air? |
| Earth | Earth+ | Earth- | Earth? |
|----------------------------------|
Fire:
- Fire Merit: T x 2.
- Skill cooldown reduces by 2 instead of 1 for 2 turns.
- Fire Flaw: T x 2.
- All flaws' duration (except Fire Flaw itself) dose not count down for 2 turns.
Water:
- Water Merit: T x 2.
- All merits' duration (excpet Water Merit itself) doses not count down for 2 turns.
- Water Flaw: T x 2.
- PC's skill cooldown remains unchanged for 2 turns.
- NPC's restoration cooldown remains unchanged for 2 turns.
Air:
- Air Merit: 1 x 2.
- Both move distance and attack range are increased by 1 for 2 turns.
- Air Flaw: 1 x 2.
- Take 1 more damage when being attacked for 2 turns.
Earth:
- Earth Merit: 1 x 2.
- Reduce 1 damage when being attacked for 2 turns.
- Earth Flaw: 1 x 2.
- Both move distance and attack range are decreased by 1 for 2 turns.
When you have two effects of the same name and type, their power and duration adds up separately.
Fire Merit: T x 1
andFire Merit: T x 3
results inFire Merit: T x 4
.Earth Flaw: 2 x 3
andEarth Flaw: 2 x 4
results inEarth Flaw: 4 x 7
.
When you have two effects of the opposite name and type, the effect with longer duration remains and their durations negate each other.
Fire Merit: T x 3
andWater Flaw: T x 1
results inFire Merit: T x 2
.Fire Merit
has longer duration. The difference of duration between two effects is 2.
Air Merit: 2 x 3
andEarth Flaw: 5 x 2
results inAir Merit: 2 x 1
.Air Merit
has longer duration. The difference of duration between two effects is 1.
Air Merit: 4 x 3
andEarth Flaw: 3 x 3
cancels each other because they have the same duration.
Merits and their oppositing flaws:
|-------------------------------|
| Merit | Flaw |
|-------------------------------|
| Fire Merit | Water Flaw |
| Water Merit | Fire Flaw |
| Air Merit | Earth Flaw |
| Earth Merit | Air Flaw |
|-------------------------------|
You can always move 1 step or bump attack an adjacent enemy and deals at least 1 damage. An enemy who has Air Flaw suffers more damage from bump attack.
To use one of the four special skills, first you need to press q
, w
, e
or
r
. Then move aim cursor to a valid target and press Space to confirm. All
skills have range and cooldown. You cannot use a skill when the aim cursor is
out of range or the skill is in cooldown. Skill type defines which target is
valid. There are four of them: Attack, Curse, Move and Buff.
- Attack: Deal damage to an NPC.
- Curse: Apply negative effects to an NPC.
- Such effects are called Curse, for example, Fire Curse (Fire?). NPC will gain a related negative effect (Fire Flaw in our case) after you use a Curse skill.
- Move: Teleport yourself to a position that is not occupied by PC, NPC or altar.
- Buff: Apply positive effects to yourself.
Sometimes using a skill will grant yourself negative effects. They are displayed in the right column of PC Status Panel in aim mode.
vim: set tw=80: