LLLOOOT!

Turn-based thievery

Created by James McNeill and Damien Moore.

Infiltrate ten randomly generated edifices of increasing size and difficulty; steal all of the valuables from under the noses of the patrolling guards; and escape into the night. Will you be speedy, leading guards on a chase through the halls before leaping out a window? Or slow and methodical, knocking them out and hiding their unconscious bodies in bushes or under beds so they won't be spotted? Keep an eye out for treasure and memorable achievements.

LLLOOOT! is a greatly expanded follow-up to Lurk, Leap, Loot, which was rated on itch as Best Overall in the 2023 Seven-Day Roguelike Challenge.

If you want a native app-like experience for LLLOOOT!, try the Progressive Web App (PWA). Open this link in your device's browser then  ShareAdd to Home Screen on iPhoneMenuAdd to Home Screen on Android, or look for the Install or Add to Dock option in your browser’s menu or URL bar on desktop. Due to itch's limited support for PWA you will need to manually check for an update to the PWA link above in the event we update the game.

Have feedback, seeing bugs, or want to join us in the daily game? Join us on the LLLOOOT! Discord server,

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Dev/legal

LLLOOOT's source code  is freely available on GitHub.

We made a bunch of audio recordings but also needed some help from our friends in the Creative Commons community. Additional audio recording credits,

Updated 12 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.2 out of 5 stars
(5 total ratings)
AuthorsJames McNeill, spillz
GenreStrategy
Made withGIMP, Audacity
TagsHeist, Pixel Art, Procedural Generation, Roguelike, Short, Singleplayer, Stealth, Tactical, Top-Down, Turn-based
Code licenseMIT License
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Xbox controller, Touchscreen, Smartphone
AccessibilitySubtitles, Interactive tutorial

Development log

Comments

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image.png

i decided to download the source code and mess around. here’s something i found.

the changes active while i discovered this are, in git diff format:

diff --git a/src/create-map.ts b/src/create-map.ts
index 2a5573b..2f9caf6 100644
--- a/src/create-map.ts
+++ b/src/create-map.ts
@@ -145,6 +145,10 @@ function createGameMapRoughPlans(numMaps: number, totalLoot: number, rng: RNG, f
             levelTypeManor = (rng.random() < 0.5) ? LevelType.Manor : LevelType.ManorRed;
         }
 
+	if (level > 0) {
+		levelType = LevelType.Fortress;
+	}
+
         const [numRoomsX, numRoomsY] = makeLevelSize(level, levelType, levelRNG);
 
         gameMapRoughPlans.push({
@@ -1377,7 +1381,8 @@ function createRooms(
         gridY: -1,
     });
 
-    const roomTypeCourtyard = (levelType === LevelType.Mansion || levelType === LevelType.Warrens) ? RoomType.Exterior : RoomType.PublicCourtyard;
+    // const roomTypeCourtyard = (levelType === LevelType.Mansion || levelType === LevelType.Warrens) ? RoomType.Exterior : RoomType.PublicCourtyard;
+    const roomTypeCourtyard = RoomType.Exterior;
 
     for (let rx = 0; rx < roomsX; ++rx) {
         for (let ry = 0; ry < roomsY; ++ry) {

i’m not sure if this counts as a bug or not. it could be that this is just how the exterior roomtype works. but i figured it’s worth sharing incase it is unintended.

(+1)

Exterior room type is a little special. In particular room zero is a special Exterior room that encompasses the outside surroundings. The Mansion levels have additional Exterior rooms between their wings.  I’m in the middle of removing the special exterior room concept. I’ll have to look at what you’re doing in more detail later.

(+1)

if you want to mess around with things there are a trio of constants at the top of game.ts for starting out with a particular level number and/or type and with all the dev menus unlocked.

neat, thanks!

also, could you remove or tweak the guard dialogs that refer to the player character as “he”? it’s the one thing i actually dislike about playing this game, being called that. (i like the rest of it quite a lot, as you could probably guess from my previous comments :D)

i think the only dialog that does this currently is the “he got away” one.

(+1)

I’ll take a look tonight. Guard lines were recorded by someone who may or may not still be available for pickups but we may be able to just knock out some lines.

oh, i completely forgot there are voice lines since i’ve turned them off. thanks in advance for looking into it.

(+1)

I've updated the game with this change, along with a few bug fixes and some level-generation tweaks that are part of some more extensive work I've been doing (but have not finished yet). There should be a development log post with the details. Enjoy! Thanks for playing.

image.png

somehow got two guards stacked in the same spot, when i tried pushing them one moved while the other remained, now i’m stacked on top of the remaining one.

(+1)

Hm; weird! Is it a minor glitch or does it prevent being able to play the game? I'm assuming that all of the guards were unconscious before you got two stacked in the same spot?

I took a quick look at the code to refresh my memory but didn't see anything obvious. The code for pushing/pulling an unconscious guard will only operate on one of the guards in the square, if there happen to be multiple.

it could maybe get you stuck if there’s a bunch of guards in a tight spot? but idk for sure if it would, or how that would occur to begin with

i think a guard saw a downed guard, and went on top of another downed guard to reach the first one. and then i knocked them out while they were on top.

(+1)

ah; that sounds like an entirely plausible sequence of events. 

(+1)

image.png

i finally got all of the achievements :D

(+1)

Amazing! Congratulations. You are the first player I’ve heard of to get all of them!

how do i get the treasures that are covered by cages? at first i assumed reading the pages with seemingly-passwords would let me unlock them but that doesn’t seem to do anything.

(+1)

You’re on the right track! Some bookshelves have hidden switches. Bump a bookshelf twice in a row.

(+1)

ooh, i see :o thanks!

(+2)

just figured it out fully, the way this works is fun! nice little puzzle minigame

(1 edit) (+1)

This is a world where every mansion owner has a law library for some reason. The fantasy book title generator is something I threw together with my friend way back in high school.

Both sets of book titles are a nod toward my two main playtesters.

(+1)

image.png

i’m almost about to finally complete the full ghost achievement, but on the last level encountered a room that seems impossible to get into?

(+2)

great game btw, i’ve been playing it lots recently. and this is the first time i encounter an error

(+1)

Thanks! Glad you’re enjoying it.

(1 edit) (+1)

Oh, what a bummer! Sorry about that. I have seen that happen once before; my wife sent me a screenshot of one of her games. What did the symmetric room in the upper left of the fortress look like, I wonder? I’ll look through the code and see if I can think of what went wrong.

Thanks for the bug report! I built some diagnostics and finally located the bug, which only happened (occasionally) in fortresses with biaxial symmetry. I'm testing the fix and should get it released soon.

This bug has been fixed now. Thanks again for playing and letting me know.

(+2)

Great job! Really fun!

(+1)

Fun game about looting homes and making noise to distract persons.
(+3)

really enjoyed lurkleaploot, very cool I can play this on a phone!

(+4)

This is fun! Good work!