“Your allies have betrayed you; your mighty arch-enemy, the Demon Mage Impera, has stripped you of your powers and cast you into his arena. But your once-mighty Magicks are not all lost; you have retained the ability to create walls of pure mental energy. Fight your way through the arena to challenge Impera himself and gain your revenge.”
I’m happy to announce that my entry for the 7dRL challenge this year, Impera, is a resounding success. I set my sights low at the beginning of the week, and by the end of the week had implemented everything I wanted to and more. I also had plenty of time to polish and bug fix. You can click here to play Impera; otherwise, read on.
The game is based around the idea of arena battles (eight total), with each level presenting a new type of monster. There are eight types of monsters, and each monster has its own behaviors that you’ll need to learn how to counter. In addition to the eight monster types, the eighth and final level of the game features Impera, the Demon Mage. He’s the archetype of the evil baddy found in most fantasy stories and games.
The main strategy of the game involves placing walls, which you use to cut off enemy attacks or trap monsters. Once you place a wall it’s there forever, and if you get surrounded by walls and/or corpses, you die. Thus, you’ll find yourself having to move around the map a lot in order to avoid getting walled in and buried alive. On the other hand, you can take advantage of these permanent walls to bury (most) enemies alive.
I didn’t have as much time to balance and optimize the game as I wanted, so hopefully it’s not too easy/hard. It’s also technically possible to complete the game without placing a single wall, although I haven’t managed to do so yet. As a matter of fact, I haven’t managed to beat the game at all. All you need is a relatively modern browser, although your computer might be struggling by the time you reach the end of the game. Hopefully that’s not too much of an issue.
Oh, and please don’t look at the source code without a hazmat suit on; I wouldn’t want to be responsible for any deaths due to dangerously terrible code. It’s over two thousand lines, probably one of my biggest projects yet, and I’ve pretty much thrown code architecture out of the window.
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