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Notes: - the hero, "$" - coin, "x" - trap. What happens if you just accidentally scatter traps and coins around the field? Like this, for example: Thus, traps are just part of the landscape, terrain that must be taken into account when you explore the levels of the alien temple. The main thing is not to fall into a trap! The goal of each level can be different: collect all the coins, kill all the alien bugs, destroy all the lasers, etc. But unlike the Minesweeper, you don't need (and cannot) mark any traps. Traps can be calculated, as in the Minesweeper game. Each number shows the number of traps in the eight squares around it. This animation demonstrates the mechanics of the game: All over the game, there are computer consoles and players can run on them various programs and games available there. I have been developing a text-mode style open-world puzzle platformer for several years. It would be great if you find the article interesting, fun, and/or useful. So, the result of this article can be played. While I was writing this article, I created animated illustrations and a test level that I inserted into the game. I'd like to share some of my experiences with you here! It's based on a few simple algorithms, but applying them was sometimes tricky. The game turned out to be surprisingly fun! An interesting mix of action/arcade and puzzle/adventure. They must also avoid traps by estimating their positions through numbers. In the game, players explore large maps to collect treasures while dealing with monsters and security systems. As a result, I came up with the idea to create a third-person minesweeper-like roguelike game. Hello! I've been developing video games for over 30 years and like to experiment with different game mechanics. Building A Roguelike Minesweeper Variant.
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