```
 ____   Krampus Hack 2020                   ____  _                 _       _             
|  _ \ _   _ _ __   __ _  ___  ___  _ __   / ___|(_)_ __ ___  _   _| | __ _| |_ ___  _ __ 
| | | | | | | '_ \ / _` |/ _ \/ _ \| '_ \  \___ \| | '_ ` _ \| | | | |/ _` | __/ _ \| '__|
| |_| | |_| | | | | (_| |  __/ (_) | | | |  ___) | | | | | | | |_| | | (_| | || (_) | |   
|____/ \__,_|_| |_|\__, |\___|\___/|_| |_| |____/|_|_| |_| |_|\__,_|_|\__,_|\__\___/|_|   
                   |___/                                                       by Allefant
```

Compile and Run
===============

I provided some makefiles I used to compile:

- Makefile.lin - Linux
- Makefile.mac - Macos
- Makefile.win - Windows

They all require Allegro but no other dependencies. For Macos and
Windows I also include the binaries but if they depend on local shared
libraries they may not work. I have yet to find a good way to test
for that.

Play
====

There's some in-game explanations and a menu, enough to figure things
out. Vendors can only be built on walls at the top of a floor tile.

Monsters/NPCs/Items
===================

Eventually there should be in-game descriptions but for now this is
here:

- Knight: Lots of HP and fairly strong melee fighter.
- Archer: Ranged damage.
- Healer: Ranged healer.
- Mage: Ranged, very high damage.

- Giant Rat: Not a lot of HP but can bite. And multiply.
- Troll: Hits hard and has a lot of HP.
- Cave Troll: Twice the HP and strength of a Troll
- Demonic Maniac: Ranged damage, has some evil tricks.
- Dragon: Run!

- Potion Vendor: sells potions
- Weapon Vendor: sells swords, bows, wands, etc.
- Headware Vendor: sells helmets, hats, etc.
- Apparel Vendor: shields, books, trinkets, etc.

- Quest Giver for Fetch quests: a new hero will join
- Quest Giver for Grind quests: two new heroes will join
- Quest Giver for Main quests: three new heroes (inc. healer) will join
- Quest Giver for Boss quests: four new heroes (inc. mage) will join

- Loot Box Trap: tricks the hero into buying it and lose money
- Poison Trap: does damage to anyone (trolls are immune)
- Fire Trap: burns whoever steps on it (dragons are immune)
- Electric Trap: heroes know how to avoid it but hurts all monsters

Story
=====

The main idea is that the dungeon simulator simulates the entire dungeon.
For each new game 9 levels are randomly generated and you can mostly
watch but also place vendors and quest givers and so on. Your
predecessor left the finances in ruins however so the first 2 or 3
levels will be hard until you get the cash flow going again.

Maybe hold off on placing every possible vendor and quest right away or
you risk losing. Once you have a few 1000 gold you're probably fine to
make it to level 9 without having to spend too much time thinking about
impending financial ruin.

Originally the idea was that you can manage all 9 levels at once and try
to keep a balance between heroes and monsters - if either the heroes
start winning and make it to the lowest levels or the monsters start
taking over and make it to the entrance you would lose, in addition to
when running out of money. The trick would have been to concentrate on
making money, constantly strengthening and weakening either side for
that goal.

However - even with a map - jumping between levels wasn't such a good
idea and too confusing even for me during testing, so now it goes linear
from level 1 to level 9 and I added enough monsters to give the heroes
a disadvantage. So now the goal is to power up the heroes enough for
one to reach the exit and then you can play the next lower level. Maybe
I'll add an option to play in reverse as well, start at level 9 and try
to get back to level 1 with at least one monster! If you wondered why
you can place traps and monsters now you know - but I left them in just
to confuse everyone who doesn't read this.
