A dark pixel art dungeon crawler for lone adventurers in search of a brief but challenging quest.  

Fight monstrous foes in turn-based battles, learn spells from ancient tomes, raid potion cupboards and treasure vaults as you climb your way to the top of the tower to face the tyrant!

Use WSAD to move and the left mouse button or W to interact with rooms.

Development log

Comments

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(+1)

This was really awesome. Great artwork, loved it, and I like the mechanic of side on 2D plaformer-esque exploration with the turn-based combat. I think this is frickin great and you should definitely develop it further, juice it up etc, and you've got an awesome little dungeon crawler. Amazing work, very inspirational ;) 

Thanks for playing, I'm glad you enjoyed it so much! I was unsure whether the 2D platformer viewpoint would work, was contemplating changing it, but I'm very tempted to keep it now and develop things further in other areas instead. Best of luck in your game development also!

(+1)

Congrats on finishing and publishing your game! I loved the theme, combat, and art style. The spread of gold, potions, and buffs felt pretty balanced. I would have loved to see a life drain spell early on like the mana drain so that its not so easy to run through health potions. Outside of that all I agree with the comments below and think it would make sense to move freely left/right with A D instead of tile by tile, and to have a health bar for the enemies. Other than that really great start to this game, I am excited to see how it develops. 

(1 edit)

Hi, many thanks for playing and for your feedback - you make some good points, it's also great to hear you're enjoying the art style, vibe and battles! I've just uploaded an update with new style movement and hp bars for enemies as it happens, but I will continue with further improvements in future also. 

(+1)

This is an awesome game. Definitely a strong starting point for a great RPG/Dungeon/Etc. Here's my feedback:

1. The pace feels slow, moving one 'tile' at a time is unexpected for a game in 2D perspective.

2. Add the HP and MP of enemies. Helps with the player's strategy, like "should I use my most powerful spell, or a minor attack?" 

3. Is there any reason for needing the mouse to interact with doors or take items, instead of solely using the keyboard? 

Hi, thank you for playing and leaving feedback, you make some good points! I'm working on the movement for the next update so it should end up being smoother and faster, after that it's on to improving the battles. I can also quite easily add keyboard controls instead of just mouse click to interact with rooms, maybe E or Enter as default for that?  

(+1)

  • Feels insane that you were able to build all of this in the time we had in the bootcamp. Kudos!
  • The core loops feels good.
  • Potential improvements might be: enemy HP, more detailed relationships of the stats, spells and status effects.
  • Figured out by chance that "ESC" wins the fight, you might want to remove that

Thanks for playing and for your feedback! It was a bit of a rush to get it playable in three weeks without getting burnout, but glad I stuck with it now.

Thanks also for the heads up on the ESC, as you probably guessed it's a shortcut used for testing that I can fix easily. I'll be refining the battle mechanics and UI in future updates so could see a lot of the things you mentioned soon. 

(+1)

Loved the dungeon art style, and also that you managed to create an  RPG combat system. This can be easily improved on to make it a full game, the pace is a bit slow when exploring, but the game loop is very promising.

Keep up the good work ;) 

Nice!  Thanks for playing and for your feedback :) The movement and exploration is definitely on my to-do list for improvement, I'll keep going and see where it takes me