Difference between revisions of "Lost Labyrinth"
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<li>game focus on exploration instead of killing monsters; experience is gained by reaching a new dungeon level and consists of an increase in a character attribute chosen by the player (no character "levels")</li> | <li>game focus on exploration instead of killing monsters; experience is gained by reaching a new dungeon level and consists of an increase in a character attribute chosen by the player (no character "levels")</li> | ||
<li>labyrinthine structure of dungeon levels; only one "special" room per dungeon level, the rest consists of twisted mazes and hallways filled with monsters, traps and treasure (and, of course, the hidden exit to the next level)</li> | <li>labyrinthine structure of dungeon levels; only one "special" room per dungeon level, the rest consists of twisted mazes and hallways filled with monsters, traps and treasure (and, of course, the hidden exit to the next level)</li> | ||
<li>the monsters are not moving, but blocking access to other parts of the labyrinth (it's even possible to sneak past them instead of fighting)</ | <li>the monsters are not moving, but blocking access to other parts of the labyrinth (it's even possible to sneak past them instead of fighting)</li> | ||
<li>randomly placed special levels (goblin caves, lava caverns, underground forest..)</li> | <li>randomly placed special levels (goblin caves, lava caverns, underground forest..)</li> | ||
<li>the light source of the character determines the size of the visible (scrolling) part of the labyrinth</li> | <li>the light source of the character determines the size of the visible (scrolling) part of the labyrinth</li> |
Revision as of 15:36, 31 January 2005
Lost Labyrinth is a graphical roguelike for Windows and Linux OS with the following distinct features:
- "Zelda"-inspired console-type graphics with mouse/keyboard-driven GUI, smooth scrolling and animations
- digital sound effects
- immense number of character "options/traits/skills" (no character "classes"); point-based character generation; each character requires his own survival strategy
- game focus on exploration instead of killing monsters; experience is gained by reaching a new dungeon level and consists of an increase in a character attribute chosen by the player (no character "levels")
- labyrinthine structure of dungeon levels; only one "special" room per dungeon level, the rest consists of twisted mazes and hallways filled with monsters, traps and treasure (and, of course, the hidden exit to the next level)
- the monsters are not moving, but blocking access to other parts of the labyrinth (it's even possible to sneak past them instead of fighting)
- randomly placed special levels (goblin caves, lava caverns, underground forest..)
- the light source of the character determines the size of the visible (scrolling) part of the labyrinth
- recharge of hit points and mana (spellpoints) is achieved by reaching special parts of the dungeon instead of waiting
- currently no game ending; the dungeon is endlessly deep and gets increasingly more difficult the deeper it gets
- online high score list
- four difficulty levels
- english and german language available
Homepage: http://laby.toybox.de?sprache=1
Old screenshot: