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Tactus

A rhythm-based dungeon crawler for original NES and FamiCom. Explore mysterious ruins, find powerful weapons, and slay to the beat. Maps and enemy placement are randomized each time you play, so no two runs are quite the same.

tactus_github_screenshot

This was my contest entry for the NESDev Compo 2022. It is currently a demo, featuring a fairly basic zone with open rooms, and four floors of increasingly difficult combat encounters. You can check out the contest entry with a released (and slightly buggy) build ready to play in most reasonably accurate NES emulators. Also there is a live demo that should run in most modern browsers.

How to Play

  • D-Pad: Move around and attack enemies.

You can move freely in any direction, but when there's enemies onscreen, everyone moves to the beat of the music. Enemies move to the groove, so learn their patterns and try to avoid their attacks. When you move towards an enemy, you'll swing your weapon. Each weapon works a little differently, so try them all and find your favorite.

Building

Tactus depends on the cc65 compiler suite, GNU make, and python3. With all of those installed on your path, it should be as simple as:

make clean
make

If you're actively developing, be sure to clean regularly, as I don't have dependency generation working for the ca65 header files. Fortunately it's pretty quick to build. The art was all drawn using Aseprite, but it's the output .png files that the build tools consume, so in theory you can edit them using any image tool that supports 4-color palettes. Room layouts are all done in Tiled mostly because the XML format it uses to save levels is rather easy to parse.