Hydra Slayer
Hydra Slayer is a Roguelike game focused on one thing: slaying Hydras. It is inspired by Greek mythology,
Dungeon Crawl, MathRL seven day roguelike, and some mathematical puzzles about brave heroes slaying many
headed beasts.
Hydra slaying has a long history.
First explorers who have met hydras were completely unable to do any harm. As they cut hydras' heads,
two new heads always grew in place of each one cut.
Some of them started using clubs instead of swords. However, this was only a temporary solution. A club may
stun a hydra, and make it temporarily less dangerous, but not kill it. When time comes,
it will wake up and attack further. Hydras remained indestructible monsters.
Some mages have been employed to research methods of slaying Hydras. The first thing they have invented
were Runes of Decapitation, which could kill a completely stunned hydra, or permanently destroy some heads of a
non-completely stunned one. Another thing were Runes of Cancellation, which could remove hydra's regenerative
abilities. However, both of these Runes were one-use items and very expensive to create, and thus not practical.
Then, a report came, claiming that heads won't regrow if the sword was put on fire. Apparently all Hydras
in some region were killed using that method. Their meat was found extremely
tasty, their blood good for healing wounds (due to hydras' natural regenerative abilities),
and their scales good for improving armors.
Mages tried this method. Unfortunately, it did not work for them, though. However, they have experimented with
other kinds of magically imbued weapons. It turned out that some enchantments will reduce the number of heads
regrown. Possibly even no heads will regrow. Some hydras could be slayed after these findings, but not all.
It is rumored that some mage long ago created a weapon which could slay any Hydra without regrowing heads, but he got
overconfident and killed, and the secret was lost.
Mages experimented with their magical weapons even further. And they had a new result: weapons which could
cut (or stun) several heads at once. If they cut all heads, the hydra was killed. If not, the Hydra would usually
regrow the same number of heads as if only one head was cut. The mages were happy with that major result.
Of course, some new hydra slaying weapons and magics were created later, but they were nothing compared to the
previous major achievement. The numbers of Hydras kept decreasing, and finally, they disappeared, and were almost
forgotten... And less and less people became acquainted with the hydra slaying techniques, as other people laughed
at them, because their profession was completely useless in these times.
Now you, a young student, have heard about a manifestation of hydras in so called Hydras Nest.
Apparently some brave knights came to kill the Hydras... Brave, but stupid. Even if they equipped themselves with
mighty hydra slaying weapons, they had no knowledge about how to use them correctly. What use is a mighty sword which can
cut ten heads in one swipe, against a Hydra which has only 9 heads? All these knights have been killed.
You are more clever. Since your earliest
years you have had an unnatural ability to count people in an instant, and
your great grandfather has suggested you to pursue the Hydra Slayer career,
and learn the forgotten art of Hydra
Slaying. Now, you will show people that it is not just an useless funny thing.
You take two small magical weapons and some magical items, hoping to rob better
ones off dead bodies of these stupid knights, and head to Hydras Nest.
Of course, not that you are one of these clever guys who are too scared and
weak to be useful in a battle... you could also wield a two handed weapon with
one hand.
The game counts various statistics about your character.
I think the game is quite challenging, but not enough to require you to use
up all your resources, so after winning once, you can try to win again with
using less items, or taking less wounds, or using different strategies.
The game has two victory conditions (called "winning a battle" and
"winning a war"). After obtaining the first one, you can try the second one
(which should be winnable even without using one of the Potions of Life).
You can try optimizing your play in both games. After winning
the war, you can still go down, although the enemies get tougher and
you gain less and less health, and items are not sufficient, so you will
eventually have to stop.
Hydra Slayer currently features:
- a unique (AFAICT) gameplay mechanics (although the main idea is based on old mathematical puzzles).
To defeat a Hydra, you have to choose your
attacks carefully, just bashing it with your "best" weapon is not likely
to be a successful strategy. To win the big game, you have to choose your
set of weapons wisely, and use your resources efficiently!
- a theme which mixes high fantasy and mathematics
- open source (compiles on Windows, Linux, MacOS), and also an Android version
- traditional roguelike ASCII graphics, or tiles/3D display via NotEye
- 5 player character races with very distinct tactics:
- Humans - the simplest but versatile race
- Elves - equipped with the unique Bow weapon, powerful when close to mushrooms
- Nagas - slow, but able to deliver mighty ambidextrous attacks
- Trolls - can carry lots of weapons, but no other items
- Halfling Twins - control two characters instead of one
- 28 enemy types:
- 10 basic types of elemental hydras (each of them has two special variations)
- 8 types of special enemies
- harmless mushrooms for strategic advantage
- 24 types of equipment (not counting material and size/power variations)
- 15 weapon materials:
- 10 elements corresponding to basic hydra types
- 4 gem types for non-elemental equipment
- 1 mighty special material
- 18 types of non-equipment items:
- 7 runes to be used on your enemies
- 3 scrolls to be used on equipment
- 8 potions to empower yourself
- 3 game geometries to choose before the start of game:
- traditional 8-directional
- 4-directional for laptop users
- hex board
- 8 level topologies (including the Mobius strip and Klein bottle)
- 11 level generators
- 2 endings:
- a small one for compatibility with the 7DRL version and for short challenge games
- a big one for those who want more hydra slaying
Download Hydra Slayer version 13.0 - released under
GNU General Public License, version 2.
As such, it comes with without any warranty.
The package contains a Windows executable, and source, which compiles on Linux and MacOS X
(and should compile on anything similar). For the Android version see
its homepage. You can play Hydra Slayer for free, but
if you like it, you can consider
donating.
(Note: savefiles and scoreboards from Version 7.0 and up are not compatible with previous versions.)
Hydra slayer took:
- several days of planning,
- Jul 25, 2010: one day of writing,
- Jul 26: one days of playtesting (bugfixes and balance improvements), releasing version 1.0 and announcing it at RogueTemple,
- Jul 27: one day of discussing and fixing things, and relasing version 1.1 (fixes numpad (in compiled Windows executable), adds a new stat, and fixes a minor bug),
- several days of further discussing and planning features for Version 2.0,
- Aug 08: one day of writing, playtesting, releasing version 2.0 (adds shields and a new type of weapon, two new types of magical items, a new level, bug fixes, and
balance changes). (Had to be changed later in order to remove extra stuff for debugging.)
- Aug 09: one day of fixing bugs in 2.0, and releasing version 2.1 (also the end game is changed a bit).
- several days of doing nothing,
- Aug 15: one day of drawing things for the graphical version.
- many days of doing nothing,
- Sep 12: one day of writing, playtesting, releasing version 3.0 (includes three new items, two new special enemies, and you can go further after slaying the boss for challenge; Knowledge/Growth works better; Eradicator improved)
- Sep 15: fixing some minor bugs after several days (version 3.1)
- Sep 16: releasing version 3.2 on the next day, with save feature implemented; releasing version 3.3 after some more bugfixes and improvements
- Sep 17: releasing version 3.4 after some minor bugfixes
- Sep 18: releasing version 3.5 (as mentioned on the RogueTemple forum)
- Sep 25: playtesting and releasing version 4.0 (as mentioned on the RogueTemple forum)
- Sep 26: releasing version 4.1 (some bugfixes and minor improvements)
- Sep 27: releasing version 4.2 (minor change in elements)
- Oct 12: releasing version 4.3 (bugfixes, new names for big weapons)
- Oct 13: releasing version 4.4 (bugfix for names, decapitation works on mushrooms now)
- Oct 14: drawing the big picture
- Oct 19: releasing version 5.0 (as mentioned on the RogueTemple forum)
- Oct 21: releasing version 6.0 (Hall of Fame, new stats, minor bugfix and balancing)
- Oct 24-25: working on Version 7.0
- Oct 26: releasing version 7.0 (post-boss game more interersting - as mentioned on the RogueTemple forum)
- Oct 28: releasing version 7.1 (fixed bugs with Ambidexterity and stun animation, weapon history)
- Nov 12: working on Version 7.2
- Nov 13: releasing version 7.2 (fixed some bugs, 5 new special weapons, 1 new special hydra)
- Nov 18: releasing version 7.3 (big hydras' small chance of losing your track reduced to 0, aliens no longer tend to have a number of heads divisible by 10, tuned down the mushroom staff)
- Dec 2-3: working and playtesting Version 8.0 (4 races to choose from, trollish club, minor changes and fixes to Ambidexterity)
- Dec 4: releasing version 8.0
- Jan 8, 2011: releasing version 8.1 (improved Elves, improved scoreboard, manual fire mode)
- Jan 21: workong on and releasing version 8.2 (as mentioned on the RogueTemple forum)
- Jan 24-25: working on, playtesting and releasing version 9.0 (a new race etc. as mentioned on the RogueTemple forum)
- Jan 26: releasing version 9.1 (one new rare weapon and minor fixes)
- Jan 28: playtesting and releasing version 9.2 (improvements to the Halfling race)
- Jan 30: further playtesting, fixing and releasing version 9.3
(balance and other fixes to the Halfling race)
- Feb 03: version 9.4 (fix bug with Halfling+speed, huge zombies lose heads on the next level, source code now a bit cleaner)
- Feb 26-28: working on, playtesting, and releasing version 10.0 (as mentioned on the RogueTemple forum)
- Mar 07: fixing minor bugs and releasing version 10.1 (vampire hydra description, arch-hydra aiding enemies)
- Mar 12: releasing version 10.2 (see the forums)
- Apr 10: releasing version 11.0 (see the forums)
- Apr 22: releasing version 11.1 (see the forums)
- Apr 28: releasing version 11.2a (choice of a geometry)
- Apr 30: releasing version 11.3 (see the forums)
- May 19: releasing version 11.3a (a bugfix for numpad on Windows)
- May 22: releasing version 12.0 (many changes, see the forums)
- Jun 13-16: working on version 12.1 for Android
- Jun 17: improving the Android version
- Jun 18: releasing version 12.4 (changes from the Android version included in the desktop version, see the forums)
- Jun 20: releasing version 12.5 (fixed Elven powers, special hydras other than Shadow hydras appear again)
- Jul 26: releasing version 12.6 (fixed auto-explore mode and some problems in the Android version)
- Aug 03: watching the videos,
fixing some bugs, and releasing version 12.7 (see the blog)
- Aug 07: playtesting, fixing some bugs more, and releasing version 12.8 (see the blog)
- Oct 15: releasing version 12.9 (better graphics, minor bugfix and improvement; see the blog)
- Nov 21-22: working on and releasing version 13.0 (mouse support in the graphical version, bloody hydras, minor fixes; see the blog)
Beginner's guide
If you are stuck on early levels, or just prefer to know what the game is about before starting,
and you are not willing to try experimenting or understanding hints hidden in the story above,
here is some basic information which might help you:
I recommend playing as a Human first to learn what the game is about. Although Elven archery and fencing,
Naga ambidexterity, Trollish brute strength, and the double nature of the Halfling Twins are all very
powerful powers, an experience with Humans will help you learn how to best use them to your advantage,
and handle their disadvantages.
On each level your goal is to kill all Hydras.
The usual way to kill a Hydra is to cut all its heads with your blade.
Each blade cuts a fixed number of heads. You start with a dagger (-1, which means cuts one head) and a machette
(-2). For each attack you select one of them by pressing '1' and '2', respectively. Thus, you can kill all 1-headed and
2-headed hydras in a single attack.
If some heads still remain after your attack, the hydra will usually regrow some heads. The number shown next to
the hydra's name on the right side of the screen says how many heads will be regrown; it depends on the weapon you
are attacking with. Sometimes it is impossible to kill some of the 3-headed hydras on level 1 with your initial
weapons, because they regrow heads too fast.
In this case, you can try using magical items ('i') or looking for a better blade.
You can only carry a very limited number of weapons. Carrying the biggest ones you can find is not likely to be a
good strategy, because it is normally impossible to attack a hydra with a blade which cuts more heads than the hydra
currently has.
In the later game you will find more types of weapons and some special types of enemies. For example, you will probably
soon find bludgeons (aka stunners), which temporarily stun heads (making the hydra weaker) without actually removing
them (but also without growing new ones). I think most of the weapons work in a logical way, although you probably
need a bit of experimentation e.g. to understand how good exactly is the protection granted by the shields.
Have fun!
You can also see the Let's Play videos.
I think they explain the basics quite well.
Thanks to the following people on RogueTemple:
- Ancient, for lots of bug reports, suggestions, RogueBasin entry, a
review, and other feedback
- Xecutor, for information about MacOS (see the discussion thread)
- JLC, for creating an ArchLinux package
- sbluen and cephalopid, for bug reports
- Legend, for some interface improvement suggestions
- CommentLurker, for Let's Play videos (4 parts for now:
1
2
3
4
)
As a traditional Roguelike, Hydra Slayer uses ASCII characters to draw its
screens, and is controlled with a keyboard. However, you can get graphics,
simple sound effects, mouse support, and several other options
by playing through my frontend, NotEye.
(Move the mouse to the bottom right corner to perform gameplay actions;
tooltips appear which explain what will happen if you click, you can hide them
by moving the mouse to the bottom left corner.)
NotEye can also help you if you have
problems to run Hydra Slayer in the proper ASCII mode in your new
operating system (using the traditional DOS font, correct colors, and
full screen). Just download NotEye, Hydra Slayer 13.0 is included with it.
a video
Note when using the first person perspective (FPP):
when playing in the eight-directional mode, some passages won't be visible.
Also it is not available in the hex mode. It is rather for looking
at from time to time, than for playing the whole game in it.
Updates about Hydra Slayer are published on my blog.
You can discuss Hydra Slayer in the
RogueTemple forum thread,
or by e-mailing me (zeno@attnam.com).
If you like Hydra Slayer, you can consider
donating.
See my other games and things
Thanks to Slashie for hosting this at RogueTemple!