Peculiar Voyage: Escape from Cute
|Peculiar Voyage: Escape from Cute|
Peculiar Voyage: Escape from Cute is a demo of a roguelike Mystery Dungeon style (e.g. Shiren the Wanderer) game. There is a basic quest and multi-floor dungeon implemented. It also has a scoreboard and a few collectables.
- A few item classes.
- Basic quest to fulfill.
- Score Ranking, Notes and a Monster Menagerie.
Download and extract file.
DLDI patch it if needed (if your card does not have auto-patching) and copy it to the root directory of the card.
In this game, you can wander around the dungeon, fight monsters, pick up items and try to survive to the next floor and get as far as possible.
The battle is turn-based, where you choose to either moves or attacks, and the monsters each get a turn afterwards. Although it's turn based, it is inspired by hardcore mystery dungeon which often has a style that makes it end up being pretty fast paced.
On the botton screen, there is a semi-transparent layer (in blue) on top of the main action area. It's basically a map of the whole floor, with rooms and corridors filled in as you walk into them:
- Blinking white dot represents You.
- Yellow dots are friendly characters.
- Red dots are monsters.
- Blue dots are items.
- Blue square is the exit to the next floor.
- Black x shows a trap location.
A - Attack monsters, Talk to NPCs
B - (tapped and released quickly) Menu for inventory, (menu) Back out
D-Pad+B - Make character run down a corridor, (next to friendly character) Swap spaces with player
L - Shoot equipped projectiles with a slingshot
R - Restrict character's movement to diagonals
X - Status menu
D-Pad+Y - Change directions without moving, (inventory menu) Sort items
Peculiar Voyage 0.2 (espectraa1s)
Path of No Return (espectraa1s)
Tested on M3 Real (Sakura firmware 1.34).
It's playable on an emulator (No$gba seems to run it best), but saving the game state, etc. won't work, so you'll have to be ultra hardcore and play start to finish each time.
Still some odd monster AI behavior, not nearly enough item types and monster types. NPC conversations are very basic. Scoring is kind of screwy.
Movement in a non-dungeon area (e.g. the first village after the training dungeon) is messy -- you go into a house and when you come out, you're somewhere else in the village...
The somnambulistic state has a zzz animation over a character which implies asleep, but it's supposed to be sleepwalking. I know it's kind of screwy...
That stuff floating across the screen in the "Red Forest" is supposed to be fog -- which is why monsters can seem to come outof nowhere in "corridors" there.
To the PAlib and libnds people, to Danc from LostGarden for the PlanetCute graphics, to Hidden Observer and to the NO$GBA guy.
Also to the devkitpro, devkitARM people and to the EFS guy.
- PAlib - http://forum.palib.info/index.php?topic=7088.0 (PAlib)