Imagine a turn-based game as alert and dynamic as any action RPG; it just waits for you to move. Imagine a game that takes good old ASCII art and lends it a new dimension — literally. This is Glittering Light 2: a coffeebreak rogue-lite that blends tradition and modernity. A few highlights:
- simple rules that allow for strategy without overwhelming the player;
- controlled with the arrows and three other keys, or the on-screen buttons;
- abstract, surreal premise that doesn't detract from the gameplay;
- colorful, richly decorated levels with a different layout every time;
- played in short bursts; option to replay the same game and get farther.
The game requires a modern web browser, such as Opera 58 or Palemoon 28; also tested on Android 5.1 with the latest FOSS Browser.
As of 12 February 2020, the game is complete as originally intended.
As of the 29th, there are strafing keys and improved frustum culling.
How to play
You can control the game with the on-screen buttons, or else the keyboard:
- arrow keys or WASD to move;
- spacebar to attack / pick up items / interact;
- Enter to wait a turn;
- Escape to bring up the game menu;
- in the menu, both space and Enter select, while Escape exits.
Walking over items also picks them up. Hidden commands: the Tab key takes you straight to the minimap from anywhere in the game; Control + left/right sends you strafing (not available with the on-screen buttons).
Hints
Apart from the in-game help, you might want to know a few things:
- The portal is always in the southwest corner of the level; you'll usually spawn somewhere close to it.
- It's best to first explore the area around the portal, but sometimes one last pile of glitter will be all the way in the opposite corner.
- Grace determines how many moves you get versus other denizens of the maze.
- Said denizens become weaker every time you attack them; if they're already right next to you, it's often better to fight than run.
- That said, their attacks also steal your available moves temporarily, and so slow you down.
The game doesn't have a last level; just go as far as you can every time. I can get to level 7 (give or take) on most playthroughs.
Credits
Powered by the EightWay Engine.
Bedstead font by Ben Harris.
Music: Atmospheric puzzles by legoluft.
Sound effects by:
Other versions
As of 29 February 2020 there's also a desktop edition made with Python and Tkinter. See the read-me file included in the archive for details. If you're on a small-screen device, try the compact edition instead; the buttons are smaller (so harder to hit), but the GUI fits comfortably on an EeePC 701.