-Killing her (experience, money, items)

I implemented some choice into the game, I didn’t want to go down the typical “random event” path that a lot of roguelikes have. So i implemented the choices within the battle system itself.

I wanted the choices to be difficult and meaningful, not just logically but also emotionally. There are gameplay benefits for both choices, if you spare her life she will heal a significant amount of your health. If you execute her, you will gain experience, gold (and more) allowing you to become more powerful.

-Letting her live (health)



There are many other consequences that go beyond health and experience based on these decisions. They may become clear as the player plays through the game, including alternate endings, boss fights, and abilities.



Games with multiple endings are usually a pain to play through again and again, but roguelikes are played multiples times just for fun! So I thought they would make a perfect combination.

The above is just a proof of concept for now. It should make things a little more interesting though ;)



Thank you for reading!

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