This entry got 2nd place!

Path of the RNGesus is a strategy, turn based, item focused roguelike, where you play as the literal RNGesus, son of the God of Destiny, in a quest to vanquish the unholy and non-deterministic Chaos Dungeon!

This game was made for Godot Wild Jam #80. The theme of the jam was Controlled Chaos. My main inspirations this time were Nubby's Number FactoryThe Bazaar and Diceomancer. Go check'em out, they are very good.

Credits

Art
Jorel (me!). You can now download some of the assets I made for this entry and use them free of charge! Fun fact, the art was (technically) made with Godot.

Fonts
https://managore.itch.io/m5x7

Music
https://tallbeard.itch.io/

Sound Effects
https://kenney.nl/
https://filmcow.itch.io/
https://kronbits.itch.io/freesfx

https://coffeevalenbat.itch.io/sweet-sounds-sfx-pack

Updated 25 days ago
StatusIn development
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorJorel
GenreStrategy
Made withGodot
TagsPixel Art, Roguelike

Download

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Click download now to get access to the following files:

RNGesus Windows 97 MB
RNGesus Linux 71 MB
RNGesus MAC 59 MB
Original Jam Executables 121 MB
Items Spritesheet 3.2 kB
Enemies Spritesheet 1.9 kB

Development log

Comments

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it was fun but a little easy, i turned on all the random stuff for my first run and just had items triggering items triggering items 9 times every time i rerolled a number and i cleared enemies 

Hey, thanks for playing! This is a jam entry, after the voting ends there will be a patch with some balancing stuff and next month I pretend to make a larger update for a steam release

Items probably need to have a limit to how much they can trigger a turn it could even be on the stats and increase with upgrade, you got halt items which is good but it does not change the innate brokenness of the game design in that aspect.  Its great fun and I've beaten it 10 times or so by now but was the goal to make the player get to an unbeatable instead of very powerful state?

(+1)

I'm glad you had fun :)

I considered limiting item triggers per turn, but my first idea was to have enemies have triggers as well (reactions) to counter specific player builds. I decided to cut this feature to focus on other aspects, but I'll try it out later to see how the game feels.

My main goal was for the player to need to become unbeatable to beat the final rooms, but as the game stands enemies have no way to counter infinite (or almost infinite) builds.

one did direct dmg when I did poison so it beat everything in one turn (screenshotted the wrong one)

(+1)

Random items is very broken, I hope it was fun xD

for me targeting and attacking enemies does not work

(+1)

Hey! To target enemies you just need to click them - a red arrow will appear next to their health bar to indicate they are the current target - but you need to have items that work together to deal damage.

Your starting item every run deals damage every other time you reroll a number, so that is your primary source of damage early game.

I didn't read the scalpel properly 

Not sure if this is a bug or not:
When clearing the enemies, it doesn't count as an "End Turn" so the reroll of non-locked item stats doesn't occur.

Oh yeah, I just forgot to reroll items after each fight. Thanks for the feedback!