A downloadable game for Windows, macOS, and Linux

A roguelike where you ride a horse, with a thickly applied East Asian Aesthetic.
Ride your noble steed through the infinite steppe as you embark on a journey to save your clan.

Tips:

  • Your lance is a powerful weapon, but slows you down when it slays opponents. Keep this in mind when charging into large crowds.
  • Enemy lances are an instant kill, avoid them.
  • The pink enemies are messengers, if they make it off screen they will call cavalry to assist them. Make sure they do not escape.
  • Use your sword to slash at your opponents when they aren't in your direct path.
  • Enemy camps come stocked with spare arrows and medical supplies.

Made for Seven Day Roguelike 2020 by:
Reuben Covington(@ReubenCovington) - Code, Design, Art, SFX
Andrew Wilson(@ChaoatGames) - Code, Design, Art, SFX
With Löve2D engine

Other tools used:

  • Notepad++
  • Sublime text
  • Paint.net
  • REXPaint
  • Audacity

Thank you to Joshalexjacobs for their fantastic library, Simply Timers
https://github.com/Joshalexjacobs/SimplyTimers

Credits for sounds used are included with the downloads.

Hope you enjoy!
May the ancestors accept you into their halls.

Install instructions

FOR MAC AND LINUX USERS
You'll need to download Love from here
Install the newest version, and run the love file.

enjoy!

Download

Download
WHOF v1 win64.zip 4 MB
Download
WHOF v1 love.zip 418 kB

Comments

Log in with itch.io to leave a comment.

(7 edits)

Very cool! One of my most memorable moments was seeing a messenger right in front of me while I was targeted by a bow. I went ahead and lanced the messenger and his own corpse slowed me down and prevented me from getting hit by the arrow. Can't say that's ever happened to me in a game before!

Are you planning to update it at all? If so:

  1. I wish there was a first-arrow tutorial that explained that while the enemies aim their arrows ahead of you, you should aim right at where enemies are instead of how far you think they'll go forward, lol.
  2. My biggest stumbling block has been the clarity of what constitutes a non-enemy land obstacle, especially around encampments. If not for more obvious colors, I wish that the "V" key at least explained everything non-land, not only enemies.
  3. I wish F and V doubled as 0 and period as it would be great to play it all on the NumPad alone, one-handed.
  4. Be able to press "R" to quickly restart when you die.
  5. Zoomed-in full-screen with no vertical black space would be nice.
  6. The game doesn't actually say that you should head east lol. I tried heading south for a while and west and didn't understand what was going on. It should just wait to see what direction you first move in and require that to be the %-accumulating direction. That would be truly dynamic and unique.
  7. I would like a sound, like a horn or something, to indicate that an enemy horseman was called. I went through a dense area and must not have been paying attention because suddenly 4 horsemen came from the edges all at once and I didn't recall seeing that many messengers, lol.
  8. More voices would be nice so that my injury cry isn't the same as the enemies' death knells, haha. I'd be happy to contribute in this regard if desired.
  9. This might be pedantic: it's confusing for "Esc" to be in the keyboard controls menu in the bottom when pressing it doesn't actually do anything by default. Maybe "cancel examine/shoot" as its descriptor would work better.
  10. The menu itself hides enemies, which is risky for us against messengers. It would be nice if it was more translucent and less opaque.

Thanks for the feedback! We're not currently planning on continuing working on it, it's hard to think of a place we could introduce more content without harming the minimalist design, but interface and quality of life improvements are definitely something that we might come back and add in.
The menu hiding enemies is something that we have been receiving a lot of feedback for, so if we release a post-jam patch or whatever, that's definitely something we'll address.
And your offer to supply death screams is greatly appreciated, we'll make sure to call on you if we need more :)

(1 edit) (+1)

This is an awesome game, it really captures the sense of speed in a rogue like that I didnt think was possible.  Weaving in and out of trees and rocks while blazing past regiments of footmen.  It's also surprisingly brutal.  Chasing down a fleeing messenger that split from their group or circling slow lancers to pick them off one by one.  I really like that you keep moving when taking other actions like firing your bow so you must be aware of where your horse is facing before.  I am terrible at dealing with cavalry though, and half the time I would end up alerting more trying to take out the first one.  Made it to 50% a few times, but boy does it get overwhelming.  Does a good job representing charging through a warfront that's for sure. (EDIT: I forgot to commend the hoof pun!!)