Avoid 'Em All enemy cards

This is one of the enemies you can encounter during the game. Each enemy has four upgrade level. An upper level mean more perks and a major range of possibilities for the HP and ATK values.

In detail:

Health Points (HP) are randomly assigned in a range based on the enemy level.

Attack points (ATK) also are randomly assigned in a range based on the enemy level. Represent the damage that you receive if this enemy hit you. the damage is also influenced by the poor-to-critical-hit-value, this scale change the damage from -20% to +20%.

Speed (SPD) is prefixed for level 1 and 2 enemies. Instead is random assigned for level 3 and 4. Represent on how many tiles the enemy can go through in a turn.

Perks. One level, one perk. So a level one enemy has always one special ability, instead a level four has 4 perks. The first two abilities are always pre-assigned, the other 2 (for enemies of level 3 and 4) instead are random chosen between a list of 19 elements.

More about perks in a next post…

Hi, Poker’s Eyes – Texas Hold’Em Solitaire  is my actual side-project, at the moment is a pretty complete game but still need the final audio, so i don’t have a release date yet, but today i give you a sneak peek from the tutorial taken from the iPad version.

PokersEyes Tutorial

 

Until a few months ago, I would not have had any doubts about the kind of membership of my next game, but now, a new definition appear on the web, Procedural Death Labirinth. So, now the question is: where “Avoid ‘Em All” is positioned? To reply at this simple question we need to look at the Official Berlin Roguelike Interpretation and try to compare the characteristics required to call a game Rogue-like.

High value factors

– Random environment generation

Yes, 20 random generated levels, divided in two type: The base, with rooms and corridors, and the cave, with a more “organic” aspect.

– Permadeath

Yes, Only one life!

– Turn-based

Yes, nothing more to say here.

– Grid-based

Yes, every elements, of every dimensions, are fitted in a single tile.

– Non-modal

Yes, all the things you can do, can be done in every moment of the game.

 – Complexity

Yes, the cards can be combined to face different type of enemies.

– Resource management

Yes, the battery! every thing you do in the game has a battery cost! when the battery goes 0… game over!

– Hack’n’slash

Yes, the game is you versus all!

– Exploration and discovery

Yes, you must find your way in 20 levels, with closed doors, keys findings, and only one or two exits in each level.

Until now, Avoid ’em All agree with all this voices, for a better description of the single original voice read here.

Low value factors

– Single player character

Yes, you are alone!

– Monster are similiar to player

Yes, the same perks that the cards give you are the same that have the monsters.

– Tactical challenge

Yes, you aren’t a combat droid, you must avoid the enemies to survive and choose carefully who attack!

– Dungeon

Yes, nothing more to say here.

All this 4 low value factors are present in Avoid ‘Em All, In the original list there are other 2 voices “Ascii” and “Numbers”, these two are strictly combined with the art style of the game. My game is based on tiles instead of ascii character, so i don’t consider that a discrepancy with the roguelike definition.

In conclusion, I think we have a definitive answer to the original question, Avoid ‘Em All is a roguelike!… … with cards 😉

Today i can show some gameplay feature of Avoid ‘Em All. The gif under shoe you two enemies card, as you can see any enemy can have from 1 to a max of 4 perks, an Attack value(the damage that it can inflict), an HP value(the amount of damage it can take before died) and a Speed value(this value represent the tiles that the enemy can move on in one turn). In the final game you can find 18 different enemies type, each with max 4 level of perks! In other post i will spend more words on other cards you see under like “Disintegrate”.

AvoidEmAll_Disintegrate