For example you might be able to run quicker (backwards or forwards), deal more damage, hit more than one enemy at once. This is where you upgrade your character for the tasks ahead, and you will most certainly need to, as enemies get bigger, tougher, and deal more damage as you progress through the levels. There’s usually one with a 100 gold pieces fee hidden in the level somewhere, as well as one next to the exit which costs a more reasonable 15 gold pieces. You can add that to the list of things I’ll never be able to do. In fact there’s an achievement for escaping the keep without actively attacking any guards. They’ll stupidly walk right into whatever’s in front of them, and you can reap the rewards of their idiocy by picking up the gold they drop when they die. You can lead them round a corner so that a spiked door swings back in their face, or through a room with a gigantic spinning mace thing. You are able to lure enemies onto the very traps that have been set to hinder you. The AI isn’t good, but this is partly intentional. Enemies amble around and become startled when they see you, before running towards you and flailing their weapons. The character design has a cute sort of podgy style to it. That is, before some spikes impale you from below, or a huge monster comes round the corner and bludgeons your face. Each time you reach a new location that you’ve never been to before, you feel a new sense of hope. I still haven’t been able to escape the dungeon with any of my prisoners, who now number in the dozens. It’s formulaic, but the randomisation keeps things interesting. If you die, you have to create a new prisoner and go all the way back to the start. In the third, you’ll have to find coloured keys to open corresponding doors, and so on. In the second level you will be introduced to the idea of a boss character who you must defeat to progress. In the first one, your objective is to find a sword to fight off guards and other beasties that present themselves further into the keep, as well as a shield to protect yourself from harm. While the dungeons are randomized, the objective is the always same for each level. The keep is split into various levels which are randomly generated each time you start. It seems like it is time to escape the keep! One day you wake up to find a note and your cell door unlocked. In TinyKeep, you find yourself to be prisoner in some dark cell in an age long past - over a thousand years ago. Rogue-likes are ten a penny these days, but each one tries to bring something slightly different to the table. I’m not sure what’s so tiny about this keep, it seems pretty big to me.
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