1hgj - Diablow

let-off-studios's picture

DIABLOW, originally made in one hour for One Hour Game Jam... Now updated with more levels, more tactics, more loot!

UPDATE: You can play an earlier version in your browser at the following link (but it has a LOT less going for it than the standalone build): http://www.let-off.com/software/1hgj/roguelike/index.html

Use the arrow keys to guide your explorer through the goblin cave and haunted tomb. Find the exit (and some sweet, sweet loot) before you starve to death. Each stage is randomly-assorted, but has the same elements (loot, enemies, dungeon walls and obstacles). Some food is generated the second time you enter, as well as every time after that, so you don't immediately starve. But don't dilly-dally! There are mean goblins, angry ghosts, the floating skull, and the goblin chieftan all ready to pummel you to bits!

Background music from the playonloop.com website. Sound FX from BFXR. All other stuff by me in Clickteam Fusion.


Made For: 
An event


sergiocornaga's picture

Wow, you replicated the

Wow, you replicated the roguelike vibe amazingly within the time limit! I spent most of it struggling to implement grid-based movement and random level generation in The Games Factory.

let-off-studios's picture

Fun With Development

Now I've added a title screen, background music, high score storage (for a single play session) and the ability to continue adventuring. If the player chooses to continue, health is restored a little bit, and a piece of food is generated on the level so the player doesn't starve.

Thinking of adding additional challenges, or a level cap or something. This is turning into a score-attack game. Very happy with development! 8D

ncrecc's picture

Maybe the levels should get

Maybe the levels should get more difficult as you go, with less gold to scavage (or more) and less satiating food.

let-off-studios's picture

Options For Development

I'm thinking of sticking with this game for a while, and making improvements and various changes throughout the year. So what do you think?

PUSH YOUR LUCK: a level cap limit (like five trips into the dungeon), or the game ends only after a player has retired or died?

FOOD SUPPLY: one piece of food that replenishes a lot, or several smaller pieces of food that each restore a little bit?

REWARDS: better rich stuff the deeper in the dungeon the player goes, or stick with the standard haul?

ENVIRONMENT: Stick with the goblin cave, or create some other kind of lair(s) to plunder (giving the player a choice of which to visit)?

let-off-studios's picture


I recently learned about how to easily apply a light-source effect into Clickteam Fusion, and I'll see if this game can benefit from it. I imagine that even a partially-hidden environment will make finding the exit much more difficult. The good news is that I can position a light source at the exit, so it's illuminated as soon as it makes it into the visible portion of the game frame. Additionally, I don't need to make everything else pitch black. So it's worth experimenting with.

I decided to go with three smaller food sources the player can collect, at least in the Goblin Caves (the current level).

Currently working on a tomb stage the player can investigate after finding a map item in the Goblin Cave. Creating all the artwork is slowing me down. If there's anyone reading this who wants to make pixel artwork for this title, please let me know.

I'd like to have this completed to a certain degree before I show it at a video game exhibition this coming mid-July. Maybe a third locale, like a woodland area or more-finished enemy fortress, with flying arrows, moving-and-resetting traps, and the like.

let-off-studios's picture


I've released a stand-alone version of the current work in progress. If anyone's interested in having a go at it, and passing along some feedback, it would be greatly appreciated.


let-off-studios's picture

New Version: 1.5

The standalone edition is updated to version 1.5, with significant changes:
- New lighting effects so it looks like the player is really dungeon-delving.
- a 7-day deadline in the game, to streamline and add urgency to the player's experience.
- Completed the Tomb stage, with interesting map layout and exit/escape mechanics implemented.
- Adding more graphics, slowly but surely. I'm still seeking a pixel artist for assistance with this.

let-off-studios's picture

New Version: 1.58

I've updated the standalone version of the game with some significant changes (again):
- No more deadline; the player can choose to "stay or go" in the dungeon by using different exits.
- Finding the map automatically changes the next dungeon stage to the tomb.
- Re-worked the tomb mechanics to include a time limit without food loss.
- Big-ass goblin chieftan appears if the player has delved several times.
- Minor graphical enhancements throughout.
- Simpler, streamlined game flow that provides an all-around smoother game.

This is likely the last update of this game for a while.


let-off-studios's picture

New Version: 1.59

I've updated the standalone version of the game with a few clean-up tasks. In version 1.59:
- Reset all timers when visiting the title screen.
- More varied placement for stage exits.
- Less time available in the Haunted Tomb the more frequently you visit.

Still debating on whether or not to implement the Forest stage that's waiting in the wings. There are also some dreams of a Dwarven Under-fortress rolling through my head at the moment.