Roguewood
Some hints:
- When you're out of energy, each ability use deals 1 point of damage to you.
- Avoid enemies if it's possible - they don't provide any loot or experience.
- Danger sense is a powerful ability, but you can still be ambushed.
- It is possible to prevent enemies from using "powerful moves" by moving to an adjacent area.
| Updated | 22 days ago |
| Status | Prototype |
| Platforms | HTML5 |
| Rating | Rated 4.7 out of 5 stars (51 total ratings) |
| Author | watabou |
| Genre | Role Playing |
| Made with | Haxe, OpenFL |
| Tags | Forest, Roguelike, Turn-based |
| Average session | A few minutes |
| Languages | English |
| Inputs | Mouse, Touchscreen |
| Links | Bluesky, Instagram, Mastodon, Patreon, Twitter/X |
| Content | No generative AI was used |
Development log
- A small update22 days ago

Comments
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simple yet beautiful
I really love your game, seniorrrr
i can mute the tab so its not really a problem but id really appreciate an in-game mute button/volume slider even if just awkwardly shoved to a corner instead of a full options menu
That's why there is no in-game mute button - because I thought players could mute the tab. But yeah, I can add a keyboard shortcut for that, especially since I plan to add some music to the title screen.
I'm not quite getting the mechanics. The hints mention avoiding enemies, but that doesn't seem possible, they just follow you around.
If you're attacked, you can only fight to the end (in the future I might add an ability to flee or something). However, one way to avoid enemies to stop exploring the level once you believe there is nothing important left and know the way to the next one.
Awesome Game. It would be nice when we die to have a little report of what level we made it to and maybe some other stats etc so we can gloat to our friends.
👍
it's actually written: "Oh, well."
This game is annoyingly satisfying.
First time I am playing this and love it. I like the simplicity of moving around, no having to move per tile to backtrack. The combat is short. Working out when to avoid enemies and when to fight them to find a new path.
I feel like this game could get further more content and could be worthy to be on Steam. Such as maybe adding a couple of classes for replayability and each of them having different abilities.
Maybe a little bit of lore and a basic story- such as some unique enemies when defeated will have a brief comment to the player before disappearing which could contain lore- a few words or a single sentence. Less is more. Just enough to fire the players imagination, with more questions than answers. The lore and any story would what would drive the player to explore and find them all.
There could be some ruins to explore (taken over by the forest) and you simply could change the color of the tiles to reflect the new location, along with now and again having some text that describes the setting. 'The rough stone floor echoes as you shuffle along', 'The dank smell of moss permeates the air' etc. This way you don't have to make more art- just add one liners here and there based on location type (if you were to add ruins the exist in the forest) and cavern area, devestated forest area etc.
A bonus idea, could be to add a player level editor, especially if the above ideas were implemented, we could literally make a new gameworld and lore.
Thanks for your ideas! I think the main problem with this game is that combat is boring. And I can't remake it completely, because it will break the rest of the game. Maybe I'll try to rid of the determinism, e.g. zombies could inflict 1-3 damage instead of 2.
you have died... Oh well is crazy XD
And interesting spin on things!
Oh wow! I just won!
I'm loving this, same as all your other creations watabou.
One UI suggestion: it would be great if on the Deeper and Shrine tiles if you could action them by simply clicking a 2nd time on the revealed tile, rather than having to click the YES prompt. You know, like the Camp tile?
Actually, I now realise that even the Camp tile asks for that Prompt click. As does the Watchtower. So basically, instead of making me move my cursor or finger from the simple exploration interface, instead let me click a 2nd time on those actionable tiles themselves, to say "Yes" to taking their action.
I enjoyed this, but I feel like the abilities are currently letting it down:
* The improved thrust using 2 energy meant that I was perpetually out of energy after getting it, and that was dealing me more damage than the enemies. Either it needs to be even more powerful, stick to one energy cost, or you need to be able to choose which to use - I think that last option is best, as it leads to more decision making.
* Even when there are 2 enemies, swing is still too weak to use, especially as killing one enemy and then the other is better to avoid taking damage.
* Slam seemed to be weaker than thrust, and I didn't want to keep trying it over and over to see if there was a better time to use it.
Abilities are not great (they don't create new strategies or interesting synergies), but they're not completely useless:
this game is so fun and exciting. just died somewhere on the third layer and im so excited to run through again and discover more. ohh i already love rougelites, and this one's layout is such a treat to me. it's wonderfully plain and just,, novel! playing this makes me smile
Wow! Nice update, lots of new stuff. but can I get some clarity on the danger sense? because sometimes it seems to not warn me.
When you visit a new area, the danger sense picks one of the adjacent unvisited areas and marks it if there is an ambush. This way it works reliably in "corridors" and less so in "crossroads". Initially I tried to mark all the neighbouring ambushes, but it felt boring.
ahhh, ok makes sense.
Nice new additions!
Yeah, couldn't wait any longer.
I like this game
I really like this game and I definitely don't think there needs to be a proper story for this to work. It is relaxing, and easy to understand (once you know how to move which I will admit took me a bit to understand) there doesn't always have to be a premise or an overarching story. The sounds and the sound quality are outstanding! You captured this hunter going through the woods with monsters and fairies really well and it has a lot of potential for future installments.
For me, this scratches the same kind of itch as "Survive - Wilderness survival" by Juuso Hietalahti and I am here for it!
<3 <3 <3
very excited with future of this game, couse im a big fan of pixel dungeon
This is neat! I love the presentation, really helps with the idea of immersion. Not needing to physically backtrack is a new idea too (at least to me).
My only comment would be that the text boxes should disappear if you decide not to delve deeper yet, rather than needing to click "no".
Yeah, that bothers me too, so I'll probably fix it before the voting ends.
Gorgeous game, love the minimalism!
Great job!
i LOVE it.
I really like the user interface and style!
Really enjoyed this. Great for a quick break.
Simple (it's a good thing) and fun :D
The soundscape is both relaxing and immersive, the mechanics could be addictive, good thing I'm bad at it or I could've kept playing and playing for a long while. Perhaps I'm missing something, but the swing costs two energy points while dealing less damage?
Edit: Ok, I've read your answer in another comment about the swing.
Much more engaging than expected, a fantastic exercise in minimalism. Will check back in a few months :)
So effective from the start. Simple as minesweeper but with your unique touch. Keep at it, you always amaze us!
Loved it!
I love the clean style. Really fun to play too : )
Fun! As expected from Watabou!!
Wow, i love it! Would love a more fleshed out game like yhis that plays well on mobile! I was able to play on mobile but portrait layout wasnt ideal of course.
Does it run in portrait layout for you? That's weird, it is supposed to run in landscape, and it does for me (though not flawlessly).
yeah! I have my Pixel 7a (android). I leave my autorotation locked, so maybe that's why.
7Days and this came out rather nice !
Well done !
Right now, player can fight even without energy (and I don't think changing ability does anything?).
When a player is out of energy, abilities drain his health instead.
"Swing" does less damage, but it affects all enemies present. It was a last moment addition (just to have more than one ability), so it's not balanced, carefully thought through or anything :)