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Kobold Quest » Devlog



For the final assignment in my coding 2 class we were tasked with making a short game that implemented everything we had learned over the course of the semester. Items, enemy AI, and save systems were some of the main focuses, which I thought would lend themselves well to an adventure game. Using some assets from FAB, I built out three levels of a sewer system and implemented wooden monsters as the enemies. I knew I didn't want my game to have a human protagonist, so I got a lizardman instead. Included in this devlog is a full playthrough of the game.
Enemy Behaviors Include:
- Hearing and Sight
- Patrolling along a designated route
- Attacking the player (from melee and distance ranges depending on an instance-editable boolean)
- Fleeing from the character and reporting their location to bigger enemies (for the little guys only)
- Getting frozen in place once the player activates the glowing skull's item ability
- Dying and ceasing all actions
Items and Their Functions:
- Glass Bottles that can be thrown to create distracting noises
- An axe that can be used to attack enemies (has a brief cooldown period)
- A glowing skull that can briefly stop all enemies in the level from acting
- Keys that correspond to specific doors.
Get Kobold Quest
Kobold Quest
My Final Assignment For My Coding II Class (Fall 2025)
| Status | Released |
| Author | TJack-Coding |
| Genre | Adventure |
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