Vogue is an experiment in creating a roguelite idle game.

When you begin your journey into the dungeons of Vogue, you will have to click repeatedly in order to move and attack. As upgrades unlock at the store, you will spend less time clicking to move and more time upgrading your hero to face the more dangerous enemies that dwell further into the dungeon.

The controls in Vogue are very simple

Left Click anywhere in the screen - move your character/attack the enemy

Left Click on a button to use/equip/etc.

Right Click on most things to get information about them


NOTE - The game will save automatically and you can also save from the More screen. You cannot copy the key in web browsers (Unity thing), but that's OK because it also saves to cookies.

NOTE - Due to the nature of browser tabs and Unity Web GL, the game cannot progress very quickly when it's a background tab. Download the Windows standalone if you want to let Vogue run for a long time.

NOTE: It seems that if you leave Vogue on its own tab in its own browser window, it will run in the background though at the correct speed..

NOTE - your character moves on his own path and will always clear out enemies, loot treasure, and move to the next room. You do not need to click anywhere specific. Just clicking causes the hero to take action.

BACKGROUND MUSIC CREDITS

Songs From An Unmade World 2 by Visager is licensed under a Attribution License.
Based on a work at http://visager.bandcamp.com/album/songs-from-an-unmade-world-2

More information

Published Apr 11, 2017
StatusPrototype
PlatformsWindows, HTML5
Rating
(2)
Authormorphinegames
GenreRole Playing
Tagsclicker, idle

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Vogue Windows 21 MB

Comments

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Can you please tell me what you programed this game on???

Hi there. This was done using Unity 5.6 with a Web GL export. 

BUG: purchasing is checked against the next item on the list, not the current item on it..
EG: purchasing third of endurance is checked against the 4th of endurance.

Hey thanks for the feedback! We probably won't fix that because this was just a game jam game, but I am toying around with taking the core concepts into a bigger clicker game.

I like the concept but at the moment it's kind of grindy. Like the spiders in the second room, there was no way to beat them until I'd killed the first spider about 10 times and amassed enough cash to buy a few upgrades. This sort of grind is fine when the levels are randomised every time but when it's the same layout and enemies it feels a bit redundant. I can see you decided againt doing this but I personally think it's the randomisation after each death that makes roguelikes tolerable. Especially considering there's no reaction-based skill involved in your game.

Yea I think in retrospect, I would do randomization based on popular request

Thanks for replying and good to hear we're on the same page. Maybe when I get around to making my first game and putting it up here I can count on your feedback :)

absolutely 

Nice game, I like how you can automate anything and also deactivate it when you wish. Specially useful for the potions, although I felt I like I always needed a higher tier than what I was able to afford, but I didn't make much savings... Good job!

Nice game! Liked the graphics style and the rogue-like theme.

I don't quite see the use of upgrading defense, though, as saving 1 HP from 75+ damage doesn't seem worth it.

Also, would love that a new dungeon is generated each revival, it becomes quite repetitive as it is...

(+1)

Defense is worthless and I didn't balance it properly and didn't want to yank it and risk bugs but when I play I never upgrade it. re random dungeons each spawn, it actually did go through my mind but I decided against it.

(+1)

really nice game