Wumpus Wump You

A proof-of-concept for a randomized game with an undirected graph. I'm considering taking this game in a couple different directions, but I think this engine is a good base. I'm happy with the auto-mapping and how extensible this format could be. Might take some iteration!

In it's current form, it is very much just Hunt the Wumpus, but I hadn't seen a nice implementation of the non-grid Wumpus (especially with automapping)!

Controls

  • Click and drag map background to pan
  • Scrollwheel on map to zoom in and out
  • Click and drag map nodes to rearrange them
  • Click buttons to do actions!
  • Shift+click or double click nodes to lock them in place
  • Shift+R to start a new game

Tips

  • You can hear bats from 1 room away.
  • You can feel a draft from a pit 1 room away.
  • You can smell the Wumpus from 2 rooms away.
  • Use deductive reasoning to minimize risk!
StatusIn development
PlatformsHTML5
Rating
Rated 4.7 out of 5 stars
(16 total ratings)
Authorgate
GenrePuzzle, Strategy
TagsExploration, Horror, hunt-the-wumpus, Retro, Roguelike, Short, Text based, wumpus
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilityHigh-contrast

Development log

Comments

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(+3)

This is one of my favorite terminal games. Glad to see this as a smooth browser game, good job!

(+4)

i'm obsessed with this game. 10/10; would recommend

(+1)

:)

(+3)

I love how elastic the moving the map feels. Once I figured out the puzzle (I missed the tips section) I just started moving around the mess that was my map. It has the right amount of elastic to respond to what I want and rigid enough to keep the other side in place

(1 edit) (+1)

Yeah, definitely had to fiddle with the exact numbers a lot, but the heavy lifting is done by the d3(-force) library. Check it out if you're a JS dev! https://github.com/d3/d3-force

(-1)

These elastic balls aren't that difficult to program. I do this all the time. After playing World of Goo, I reprogrammed the core gameplay in at least 5 languages/engines.

Basically you just need to do this for every connection:

fn apply_connection_force(ball1: &mut Ball, ball2: &mut Ball, goal_distance: f32, force_factor: f32) {
    let diff = ball2.pos - ball1.pos;
    let dis = diff.magnitude();
    let dir = diff / dis;
    let force = dir * (dis - goal_distance) * force_factor;
    ball1.vel += force;
    ball2.vel -= force;
}