MoriBunDroid was a failed attempt to create a game jam game in a week. The game jam in question was “Jamsepticeye” which was held between October 1st to October 10th. The theme for the game jam was ‘Death is an Opportunity!’ I decided to make a thriller rogue-like game with the name MoriBunDroid. (Which is the combination of the word moribund and droid) The objective of the game was to guide the playable robot through a dying facility while trying to avoid the dangers that have moved in after the facility's long decommission.
I wasn't able to finish the game in time as I had ran into snag after snag. At some point I realized that I had set the size and scope of the game too high for my programming skills at the time. I would not have been able to get the game done within a week, let alone 10 days. Even then, I realized that I may be able to make a short game about this in the future.
Initializing........
Left Arm Weapons Module ---- Missing
Right Arm Weapons Module ---- Missing
Night Vision Module ---- Missing
Map Data ---- Missing
Date ---- Unknown
An 'OVERSEER' class droid mysteriously powers on after years sitting in the maintenance bay; In an unmarked location. Its modules have been ransacked and left alone. The whole premise of the game is that you would play as a robot trying to escape a long decommissioned and dying facility. Armed with only its basic functionality and some weakened power cores, it is up to the player to guide the droid through the ruins of the once thriving facility.
You start the game with a power core of your choice. The power cores are the main and most important mechanic of the game. The power cores act as modifiable dice that could be upgraded and downgraded as the game progressed. They can range from irregular d4-d8 dice. They are rolled for every turn, action, combat, and luck. They additionally acted as lives. If a player lost a power core, it would be similar to losing a life and the game would become progressively harder until the player managed to escape or lose all of their power cores.
The player moves on a square grid and (at the start), can only determine the spaces directly next to them. Here are the turn phases regarding the grid:
1) Siphon power - All of the power cores that are attached to the robot have a die associated with them. Each of these dice are rolled, and the sum of the number rolled is the number of actions granted to the player for the turn (Action Points). This is the amount of power available to the robot for the turn.
2) Take Action - After dice are rolled the player may spend any accumulated action points for movement, use and combine items, and take special actions. Some actions may require multiple action points depending on the exertion required of the robot.
3) Energy Storage - The player may pass the turn at any time. Any action points not spent during the player's turn are stored for next turn.
4) Time passes - After the player ends their turn enemies may be wander the map or timed events may trigger. If a hostile enemy wanders onto the player space combat will trigger. After this the turn cycle repeats until the game is over or combat is started.
If at any point and time the player lands on a space with an enemy or an enemy steps on the player space combat is triggered. The scene changes to a more Yahtzee-like dice system, where the 'OVERSEER' droid must provide emergency override and gamble their very power cores for survival. If the enemy attacks, some equipped power cores will receive damage. Sometimes they can receive debuffs.
As the game progresses the player may receive more power cores, upgrade their existing power cores, upgrade their droid, or take steps to prepare for a world the has long forgotten the lone droid.
Yes, rather soon. I am planning on returning to this game after I am done personally drawing some beta assets for it. I believe the idea of this game is good, and once I am done with some of my other projects I want to return to this and really flesh it out.