
“Delve into the dungeon and get out before the Night comes and the Dark Lord awakens!” – [Author's description]
Microgue (jasonpickering)
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“Delve into the dungeon and get out before the Night comes and the Dark Lord awakens!” – [Author's description]
What is the significance of all the builds?
The game is simple enough that the builds are quite varied with even minor modifications – it’s gone though a lot of changes, and continues to do so. I find the differences to be interesting.
If you check out the dev forum page (linked to as “Author’s description”) and skip to just the author’s posts (the ones with inline game images) you’ll see that each build represents not just a bit of polishing but some fairly radical rewriting of the game rules. I haven’t played each of the builds yet, but it’s really neat to track the evolution of something like this, largely, in this case, a repeated process of simplification.
As for the game itself (in its latest released state), I agree with Tom below. It’s a very satisfying system.
One thing: Am I mistaken in thinking that not all levels are currently solvable? I’m sure there are strategies I haven’t yet gleaned, but I’m also pretty sure I’ve even had one board come up with a no-possible-moves initial state. I also think I’ve come across a bunch that may be solvable, but not in the allotted time. And I suspect some boards have had insurmountable parity problems with enemy movement, but on that front it’s possible I’m just missing something.
There are currently no player actions beyond moving one square in cardinal directions (with no ‘wait’ option), right?
some of the builds have special abilities you can use (erm, number 16, not linked, does, i thought I remember some others as well that did…)
This is incredible, I really really really like this a lot. So smart, so tactical. Wonderful, wonderful game.
Nice! This would be a great phone game, because the controls are really conducive to touch screen tech and the gameplay is good for short, quick bursts.
That’s the plan for it, I believe
Really loving the game, just a few questions (for the latest build)
Is there any benefit to killing all the enemies on a screen?
What is the difference between the different enemies? I think Slimes move one space per turn, Rats multiply when killed? Yeti’s freeze all enemies when they die, and the Rogues teleport (although i’m not sure what rules govern their movement)
Rogues move like chess pieces
I think slimes restrict your movement to one space when you kill them for one turn.
>Is there any benefit to killing all the enemies on a screen?
no, you want to get to the next as quickly as possible
Ah, I did wonder why my moves would get reduced sometimes, I could never remember what i’d just killed though
I assume that by chess pieces you mean specifically Knights? I think you may be right, any idea what the Beholders do?
Beholders swap your location with there’s if you stop in their line of sight.
This game ruined all productivity for me this afternoon…