Welcome to the demon's lair, his dwelling. How did you get here? How will you escape? CAN you escape? Try your best, it's easier said then done...
Enjoy this classic-styled rogue-like!
• 30+ different items
• 6 Item Types
• A Fun Little Story
• Many Challenging Floors
• Several Enemy Types
There are npc's in the game. Bump into them to talk with them!
Most objects that aren't the wall are interactable! Find out what they all do!
This game is challenging and you may find yourself overwhelmed in the early game. There is a way around this! Try to look for the next floors' stairs first. then hunt down chests. If you run into a lot of enemies, you'll have a clear path of escape if you need it!
Sometimes you will run into a situation where you need to attack first. if you run across some objects on the floors. Bump into them to burn a turn so you can attack first!
there are plenty of secrets to uncover and a grim story to be told! Have fun!
If you're proud of your end game stats then post a screenshot in the comments!
As this game is still in Beta, I’d really appreciate feedback and criticism. I want this game to be as good as it can be.
0.2.0b Update Notes
• All Sound Effects Added
• Added (4) Music Tracks
• Optimized Item Spawns
• Added NPC Animations
• Added +1 Sword
• Added +1 Enemy Type
• Added Procedurally Gen. Interactable Skulls & Bones in Non-Safe Floors
• Added More Story
• Added More Game Over Stats
splash sound effect credit to @note.
thunder sound effect credit to @dw817.
Most sounds and all the music done by the wonderful @Gruber. He's an amazingly talented musician!
Lastly, a big, big, big credit to @Krystman for his help thru his porklike tutorial.
All character,npc and enemy sprite design & animation is all original artwork done by me.
@ChronoChill: I like this a lot, really reminds me of The Lich King. Only suggestions would be to maybe have chests hold things and maybe add shelves to hold food? My death every time was caused by not being able to heal enough. Thats also a good difficulty element of the game though, so you can keep it.
My only suggestions would be maybe to use some more of the color palette? having weapons show up in your hand and armor on your person would be cool too.
Really like the throwing element!
@Mike6453 By chests and shelves holding things, do you mean chests could be an extra inventory that you could come across? Like in Minecraft? Also where were you thinking about these entities spawning at?
Changing the player sprite to reflect equipped items: I had thought of adding that, wasn't sure if people would want that so I put it in the back of my mind. It seems like a do-able change! I'll add that in the full release thanks!
I'm glad you like it alot! thanks! I'm fairly certain that Johan and I followed the same porklike tutorial. As that would explain VERY similar mechanics and UI.
@ChronoChill Ok so shelves would be like part of the wall, but maybe blue so you could tell they're a shelf. When you bump them it takes a turn and you maybe collect something slightly useful. It gives the player more opportunities to pass turns and also more stuff.
Also, the inventory doesnt automatically list all items from top, so if you take something from the middle theres just a hole. Dunno if thats intended or not but its just a little detail.
EDIT: Also noticing that after about level 15 all chests hold is scrolls and no food for healing, again making that more difficult.
EDIT (AGAIN): Ok im realizing shelves might be difficult to implement top down. The only reason it worked in teh lich king is because the game was slightly angle oriented. Instead you could just use pots on the floor in randomized places throughout rooms.
@Mike6453 How much further did you get past after flr 15? chests around flr 15 do contain food... It's different every run.
most of the items you will get in the game are around or past flr 15. there are over 30 items in the game.
addressing the inventory issue, I never considered changing it. I might not have enough code space to change it. If I do I will consider it! Thanks for your input!
skulls are essentially pots. Every now and then they may contain items.
I appreciate all your observations thus far!
@Agent_Tom Yeah man!
I listened to your guys suggestions and added as much as I could! Really appreciate it!
I wasn't super sure where to post 2.0.0
Seems pico8 people are good beta testers and there's more exposure here!
Haha yeah man! Have fun bone crushing!
@ChronoChill Found a set of leather armor hidden inside a tiny little bone... NOICE.
Ok ChronoChill, your game is great, but it has a little misalignment with the difficulty curve. Obviously you want a rougelike with a LOT of levels. But if the player collects the same equipment over and over again for like 10 levels (as is the case with leather armor) it gets annoying. Honestly maybe there is a ton of stuff I havent discovered yet but for the past 10 plays I always got the scimitar and then like 5 sets of leather armor.
I guess what I want to say is that your game is great... theres just a lot of repetitive-ness because of the number of levels.
@Mike6453 yeah the first few levels have leather armor. I wanted to make sure that by floor 5 the player had it because of the chest. But also wanted to give the player the chance to possibly find it before floor 5. Giving them an early advantage.
The leather armor cycles out for different items far before you even get to level 10. Is it just leather armor you’re seeing pop up a lot? Are there other items you may be seeing a lot? If so, what floors are you seeing other items pop up a lot?
Some ideas for stuff you could add
- items occasionally dropping from monsters
- perhaps potions on later floors.
- (edit) I also found a see through door bug (i'm guessing it has something to do with the door being in a corner.)
I must've forgotten to comment, @ChronoChill.
But yeah, glad my sound effect helped you, thanks for using it ...
I am learning how to code this very kind of game from the good tutorial by LazyDevs ( @Krystman) - I especially want to learn how to generate a dungeon procedurally.
I have my own techniques from years past but this one is new to me and all programming is worth learning.
@Dvan addressing the enemy drops: I tried my hand at coding that a few months ago but just couldn't figure it out unfortunately.
addressing the potion in later floors: there is strong and weak healing items that can spawn past the third safe room, however they are rare. Adding more healing items then that during testing led to a lack of a challenge.
Addressing the corner bug: I'll take a crack at that!
Aww man haha. Sometimes the RNG is a bitch. It happens haha. I think it makes it fun.
[Please log in to post a comment]