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no ai webring previous next a green printed circuit board with two golden triangles pointing left and right. on the pcb is written THE NO AI WEBRING where the AI is written in the spot where a chip ought to be, but isn't

red button to renyoi's neocities page

Rocket into the Spark-Web!

DOWNLOAD STANDALONE OFFLINE VERSION HERE!

Currently, this strictly only runs on Windows (win7+ being the minimum requirement). This was built using ElectronJS.

▶TardQuest 1.8.0 Standalone (x64) - 120MB

▶TardQuest 1.8.0 Standalone (x32) - 112MB

▶TardQuest 1.7.0 Standalone (x64) - 120MB

▶TardQuest 1.7.0 Standalone (x32) - 112MB

▶TardQuest 1.6.1 Standalone (x64) - 120MB

▶TardQuest 1.6.1 Standalone (x32) - 112MB

▶TardQuest 1.6.0 Standalone (x64) - 120MB

▶TardQuest 1.6.0 Standalone (x32) - 112MB

▶TardQuest 1.5.0 Standalone (x64) - 120MB

▶TardQuest 1.5.0 Standalone (x32) - 111MB

STORY

Good job, idiot. You have fallen into a dungeon and have no way out except to get through it.

HOW TO PLAY

Dungeon Navigation

W/↑ - Move Forward

S/↓ - Move Backward

A/← - Turn Right

D/→ - Turn Left

T - Talk

I - Open Inventory

Battle

A - Attack

R - Run Away

P - Persuade

I - Open Inventory

About Persuasion

During battle, you can try to persuade an enemy to join you in your quest. To persuade them, you can say whatever you want. Unfortunately, the enemies don't speak your language, so your words don't actually have any influence on their decision to join you or not, but they might be swayed by your attempts.

After an enemy has been successfully persuaded to join you in your quest, they will become an ally. Allies will help you in battle and will fight for you to the bitter death. During a given battle, an ally may use one of their turns to heal your character up to one time per fight maximum.

UPDATES

1.8.0 (Current)

The player now has a chance at landing a critical strike whenever an attack is landed. (TheMilkMan)

Luck (LUK) stat added! When upgraded, this affects the percentage rate of critical hits for the player, as well as slightly increasing the amount of BTC that can be found in trasure chests. (TheMilkMan)

Much like the starting character building menu, you are now able to allocate 3 points towards your stats when leveling up as well. It used to be that you could only select one stat per level. (TheMilkMan)

Stats panel looks prettier now (TheMilkman)

Inputs other than movement can now be made instantly after moving your character forwards or backwards. It used to be that you had to wait for the delay timer to finish before you could rotate your character, make menu selections, etc., which was incredibly clunky especially for character builds that had a low SPD stat. (TheMilkMan)

1.7.0

When you begin your playthrough, you are now met with a stat allocation screen. You are now able to allocate 10 points to your starting stats, so you can start with a build of your preference, whether it be a slow moving tank or a persuasive pacifist who could lap someone in Mario Kart on foot. You can also run a diceroll and get a random set of starting stats if you're feeling indecisive. (TheMilkman)

Speed (SPD) stat added. There is now a delay between forward/backwards movements that can be lowered by upgrading your SPD stat. The game has walking speeds now, basically. Each point you give to SPD increases your walking speed by 5%. (TheMilkMan)

The level up menu now uses the new menu system we have in place. (TheMilkMan)

The menu system now has pages that you can scroll through with A/D/left/right. This will be very important when we start adding more and more items and equipment. (TheMilkMan)

Player stats moved to their own dedicated boxes to the right of the viewport. (TheMilkMan)

1.6.1

Added new equipment and items to the Merchant's repetoire of goods, to compensate for reaching higher floors and not being able to viably survive (TheMilkMan)

Fixed the Merchant and Gambler not displaying in the viewport (TheMilkMan)

Updated healing tile description

1.6.0

Treasure Chests (T) added! They may hold either BTC or any item that the Merchant already sells in his store, excluding weapons and armor. They can also be blown up with C-4 on accident if you aren't careful. (TheMilkMan)

Some chests have a small chance of being a MIMIC chest. Very dangerous, but you can be rewarded quite nicely if you survive... (TheMilkMan)

Healing Tiles (H) completely reworked so that they cannot be cheesed. Now instead of randomly generating as the PLAYER moves about the dungeon, they now have fixed placements during map generation. The amount of healing tiles that spawn on a given floor is random, but there will always be at least one tile present. They also now only heal you by 30% of your current max HP stat. This new system no longer allows the player to heal themselves too easily by simply moving back and forth, and makes keeping a good stock of items significantly more crucial. (TheMilkMan)

Buffed the base player stats somewhat to compensate for the new mechanics and revisions introduced in this update. (TheMilkMan)

1.5.0

Inventory system added; pressing I will open this menu. (MySpace Tom)

Currency system added; Bitcoin (BTC). (MySpace Tom)

Equipment system added. (MySpace Tom)

UI layout rework (TheMilkMan)

UI colorization to make the game much more readable. (TheMilkMan)

Enemies now have stat scaling based on how deep you've descended into the dungeon. As you progress, enemies will get stronger... so make sure you're keeping your levels, equipment, and party in check! In turn, they will also reward you with more EXP and BTC. (TheMilkMan)

Random music tracks will now play whenever you enter combat. Currently there are only two tracks, so songs will obviously repeat a LOT, but more will be added when I get off my fucking ass. (TheMilkMan)

New NPC - Merchant: Self explanatory, but he will sell you various useful items, armor, and weapons. He has a random chance at spawning on any floor.

New NPC - Gambler: An equally risky, useful, and mysterious traveller who resides within the depths of this dungeon. Interacting with this trickster will allow you to roll a pair of dice at the cost of 200 BTC. If you roll snake eyes, you will receieve a random stat boost. Anything else will result in nothing. Whether you win, lose, or leave him alone, he will run away never to be seen again... until you find him again on another floor. He will randomly spawn on any floor, ONLY if you have at least 200 BTC in your wallet. (MySpace Tom)

As a side note... be careful not to attempt to harm any of the NPCs! Humans are only human, after all. Usually.

Metric fucktons of various bug fixes that both previously existed, and were introduced by this rather long list of new updates. (TheMilkMan, MySpace Tom)

Not really an update, but...

Added a link to the title screen that allows you to play the latest "unreleased" version of the game. The same one you'll find on GitHub. We've made TONS of updates since 1.12, so the next main release version will be a pretty substantial jump.

1.1.2

Persuasion stat fixed, now increasing the stat should ACTUALLY increase your chances at enlisting an enemy as intended. (TheMilkMan)

You can now press T outside of combat to talk. Whatever you typed will show up in the battle log. If you have any party members, one random member will respond with a random line of dialogue. (TheMilkMan)

1.1.1

A new random message now appears in the battle log when an enemy is defeated (TheMilkMan)

More enemies added; FRIDGE OF FORGOTTEN LEFTOVERS, LUGHEAD, PISSED-OFF POULTRY, and KRAMPUS ELF (MySpace Tom)

1.1.0

There are now multiple (infinite) floors. Reaching an exit has you descend deeper into the dungeon instead of ending the game. (MySpace Tom)

3 new enemies - MYSTERIOUS SCOOTER, WANG RAT, and BADASS FLAMING SKELETON (TheMilkMan)

Battle log now holds up to 50 messages, has a scrollbar, shows the latest message at the top, and a white-grey gradient going from top to bottom for somewhat better readability. (TheMilkMan)

1.0.1

Colorized Key icons

Added ability to move backwards with S, but increases chance of enemy encounter

Reworked room gen algorithm to not block you from reaching exit

Pressing D during combat no longer skips your turn (was unintentional)

Player death state fixed

Ability to move with arrow keys instead of strictly just WASD

General layout improvements

All above adjustments done by MySpace Tom

1.0 - Initial release

deez nuts