This is a roguelike made in Twine. The labyrinth of the Swine Pit is random generated each time. The interface is text only: Click on what you want to do and watch it play out in the world.

The finished game includes:

  • 20+ Types of horrifying monster
  • 7 playable character classes
  • 25 levels
  • 5 unique boss fights
  • A deep lore
  • Lots of spells and potions to discover

Go try it.

Patch Notes: 

Version 1.1.: I never thought I'd do this but here is a zero-day-patch for my game - making it easier. There are not more boars on the first floor, every character class has an additional HP and there is more natural regeneration of health points.

StatusReleased
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorMadZab
GenreInteractive Fiction
Made withTwine
TagsDark Fantasy, Roguelike, Text based, Twine
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse, Touchscreen
AccessibilityColor-blind friendly

Development log

Comments

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Currently at level 4, in my first playthrough. Decided to play the Sacrifice because I'm just that good. This is a fantastic use of twine, and a game I will be recommending to my friends.

Level 4 on first playthrough is a nice combination of skill and luck, congratulations! In retrospect it is, in fact, not an ideal use of Twine and I would not do it this way again because at some point I had to write actual manuals for myself on how to add new items and monsters to the game because they would have to be integrated as lines of code in so many different places. Anyhow, thanks for playing and even more thanks for recommending it - this does mean a lot to me!

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If showing the items and monsters in many different passages was a problem, may I suggest writing one separate passage for the item/monster, and using a (display:"passagename") macro in place of writing it all out again? It doesn't look like you're using Harlowe, but maybe other formats have their own equivalents.

That's mostly how it works. You are, in fact, not entering new levels but are going through the same 25 rooms over and over - furnished anew upon dropping down to a new level and shaped into a new maze by randomized passages. Each room has several passages to show, for what monster is there, what it does, what you hold in your hands and what options that brings you. In combat there is a passage named "monster action" that gets referred to which itself checks "f monster eq 'swineling'" and then goes into description and semi-random effects. Same with your own actions and weapons/spells. This is very, very complicated and not what twine was made for (don't get me started on interactions with the environment and the damn shopkeeper!). Should I ever want to make a roguelike again, I will either learn an actual programming language or ask my friend Niels to do the coding (see: Choose Your Own CaveVenture or Low Res Dungeoneer here on my ).

I've been having a ton of fun playing this - love the atmosphere, love the grindiness of it, love drawing out little maps to keep track of where I'm going. I've only played the easy classes and have only gotten a couple of levels in but am greatly enjoying each attempt. :)

I'm very happy to hear that! Have you beaten the first boss yet?

also, there so much space between messages, i need to scroll up/down to see all text/options. Anyway, game is very interesting.

Yeah that is still a thing that needs cleaning up. I will whenever the mood hits me.

quite cool, i like this depressive in-game atmosphere. IMHO: needs some dark music

Thanks, depressing and dark was what I was going for. Especially with the endings of some of the characters.

I  played 1 time as a hunter and 4 times as a mage. Always die %)