Projects / Lost Labyrinth

Lost Labyrinth

Lost Labyrinth is a rogue-like role-playing game. It uses a Zelda-like graphics engine, and has high replayability.

Tags Games/Entertainment Role-Playing
Licenses GPL
Operating Systems Linux Windows
Translations Spanish German English

Tweet this project Short link

Rss Recent releases

  • Rrelease-mid
  •  10 Jul 2008 15:48
  • Rrelease-after

Changes: Fragments on screensides are removed when there is a long sight. Monsters leave stuff behind again. One can be poisoned only when taking at least 1 damage. Backup on closed roomfields has been added. The items that are present on a tile where a skeleton is waking up are now properly shown. When monsters attack, the laby field is displayed (it was an empty tunnel). Save templates are working with .deb distributions.

  • Rrelease-mid
  •  11 Jul 2007 14:27
  • Rrelease-after

Changes: You can pick up items with the mouse (the pointer changes when you can interact with something). You can scroll spells with the mouse (up/down buttons). A text entry bug (could enter only one character since the new compiler) has been fixed. German special letters and spells have been fixed. An issue where the trader left you one field to the right (in the wall sometimes) has been fixed. The borders of the credits and high score screens have been fixed. The language of the help screen has been fixed. A merchant will wait a while before buying/selling is possible.

  • Rrelease-mid
  •  28 Jan 2007 22:41
  • Rrelease-after

    Changes: Compiler version 4.02 is used. The greeting screen was redesigned. Players can now only upload their score if they have been in level 4 or up. New error handling was implemented. Errors are now saved into a file named "error.txt". Weak arm and Disfigured were switched, and have now been fixed. Small graphical quirks were fixed

    • Rrelease-mid
    •  22 Sep 2006 01:03
    • Rrelease-after

    Changes: Secondary flaws were added, which give only one point each. These include Weak arms (no weapons), Weak fingers (no bows), and Disfigured (no armor). The Swift fingers skill was added, allowing a player to pick up items without costing the turn. The inventory screen now also displays Life and Manapoints. There are now fewer nailpits. The Knight is no longer transparent. A problem was fixed which prevented Cancel from spellist from being saved on a key. Limited spells (like heal) now correctly end the player's turn when trying to cast them too often. The message for hidden treasure is shown only once.

    • Rrelease-mid
    •  18 Aug 2006 17:36
    • Rrelease-after

    Changes: The skill menu now scrolls one column only when a player presses the right/left buttons (this way, it can display any amount of skills). Unobservant now works correctly, Hardened Walls are displayed correctly, Merchant no longer sells summoned arrows, Ghosthunter is working again, lighting a torch/lamp costs one charge, the "K" Key for climbing works again, the Destroy button displays descriptions correctly, "Cost of skills" in the cinfo screen is displayed correctly, and Monstereye does not explain invisible monsters.

    F5786792aa48bc9f12c3f52ba2c60e24_thumb

    Project Spotlight

    Pinot

    Personal search and metasearch tools.

    A7659837936f968b1afe3024bbc4d952_thumb

    Project Spotlight

    Scheture

    Schematic capture for IC design.