The Cave That Stole the Sun is an original text-based RPG inspired by Dungeons & Dragons.
I remember the day he came to us. I was old enough to know the sorrow in his eyes and feel where he was hurting. He was my height and, even through the pain, held himself with righteousness.
The stone came with him. He held it close, next to his heart and tied with a cord. I would sometimes catch a glimpse of it when we played and it came loose from underneath his tunic. Or when he was praying alone and didn’t know I was watching. I saw a citrine glow as his eyes were closed and breath steady. I was smart enough to know it came from his family. His blood. I decided not to push.
As I look at him now, towering over me, I see that same sunken expression as when we first met as children. His eyes slowly turn from fear into rage. A smile twitches on the corner of his mouth and his eyes burn. The leather squelches as my brother’s hand curls even more tightly around his staff.
“I am with you,” you say. He nods. We turn our heads forward.
Java
Game Design
Game Writing
10 possible paths in Part I
16 possible paths in Part II
3 Abilities (roll modifiers) to choose from during character creation
+1 Dexterity, +1 Perception
+3 Strength, -1 Perception
+2 Dexterity
Random rolls to determine your fate
Title screen
How to play
Character creation: Choose Name, Weapon (greataxe) name, and Abilities (roll modifiers)
Instructions: Introduce player card (stats from character creation) and explain HP and dice rolling
Prologue
Part I: Spider and Bat dwarf golems
Part II: Giant rock golem
Credits
Each number corresponds to a method, or "block," in the code. Each block may contain:
The Roll results plus the modifier chosen in character creation
Example: "Roll result: 2 (+3 Strength modifier) = 5"
"(Strength)" and "(Dexterity)" in the graphics above represent the modifier if chosen. Perception checks receive the Perception modifier.
The Consequence(s) from choosing this block, which depend on the roll; if there is no roll, there is only one consequence
For example, if the total roll is a 2, the roll fails. Therefore, it prints the failed outcome and the player may lose damage.
If applicable, the damage lost is subtracted by the total HP.
If applicable, the String "wound" is filled with a recollection of this wound, which prints before the final choice.
The Setup
This is used when the player needs more information before making the next choice.
A Perception Check (if applicable), which contains:
A roll (plus the perception modifier chosen in character creation)
Based on the roll, it prints what the player sees, which can be used to make the best choice moving forward.
The Choice, which is shown in the graphics above
The Finale: a print statement narrating the defeat of the opponent
The Ending: a print statement narrating the aftermath of each Part and the transition from Part I to Part II
Your brother’s staff pierces into the golem’s chest, and he discards any debris. He pulls the stone out with a jolt. Its light dims to dark as the monster goes limp. You both back away. The rocks that once possessed its form blend in with the ground, as if it didn’t exist at all. Moss crawls from their living spaces to cover the thief. The cave does not mourn.
Your brother attaches his crystal to his staff, illuminating the room in warm light. You watch the moss crawl up the staff and intertwine with his fingers as if to greet him. He laughs out of disbelief, and you bring a hand to his back.
"Thank you," he whispers. You rest your head on his shoulder.
The sun has returned home.