Dungeon Wayfarer
THE GAME:
Dungeon Wayfarer is a grid-based 3D first-person roguelike RPG demo with pixel-art visuals, a retro look and minimalistic user interface. The game features random-generated 3D dungeons, random loot, random enemies, light RPG elements, auto-map, permadeath and simple turn-based gameplay with simple reaction-based combat system. The future release is planned to be more emergent, having more content, better pixel art visuals and polished game mechanics. The future release will be released on Android, iOS and on PC.
Feedback is appreciated!
CONTROLS:
W | Move forward, Push |
S | Move backward |
A | Move left |
D | Move right |
Q | Turn left |
E | Turn right |
Space Bar | Skip turn |
Left Mouse Button | Interact, Examine, Attack |
Right Mouse Button (hold) | Look around |
Esc | Pause menu |
FEATURES:
- Randomly generated dungeons with a retro pixel-art look
- No in-game menus getting in the way and taking away from the game world
- No over-complicating or confusing RPG stats or attributes
- Turn-based gameplay: everything moves when you move
- Simple turn-based combat with a reaction-based element without a fail state
- No rambling dialogues, no item hoarding, no grinding, no level scaling
- Simple point-and-click user interface
- Keyboard + Mouse control and Mouse-only control
COMBAT:
When you click an enemy, you will perform an attack - either a melee or ranged depending on the distance between you and any targetable enemy. If an enemy is in an adjacent grid, your melee weapon will be used. If an enemy is further away, your ranged weapon will be used. You will cause damage depending on the selected weapon and the defense rating of the targeted enemy. You have a chance to hit your target depending on the amount your hit points: the less hit points you have, the more likely you will miss your attack.
Red dots will appear above the targeted enemy when doing an attack to indicate the enemy's health status. This also triggers a quick-time event in which a white dot moves alongside the health dots from right to left. If the white dot reaches the left red dot, it will change it's color to yellow. When you click the enemy again during that moment you will cause extra damage to the enemy. You will also reduce incoming attack damage from the enemy and you will always land your attack regardless your hit points. If you manage to make four well-timed attacks in row, you will stun your enemy and get an extra turn.
Status | Released |
Platforms | HTML5 |
Release date | Apr 23, 2021 |
Rating | Rated 3.8 out of 5 stars (9 total ratings) |
Author | Jagedew |
Genre | Role Playing |
Made with | Blender, Unity, Audacity, GIMP |
Tags | 3D, Dungeon Crawler, First-Person, Perma Death, Pixel Art, Procedural Generation, Retro, Roguelike, Turn-based |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse |
Accessibility | Configurable controls, One button |
Links | simmer.io |
Development log
- New update 19th June 2020Jun 19, 2021
Comments
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the atmosphere of this game is terrifying. even after saying the gray dude multiple times and being high level, he indicts a terror response and i always go into a corner before fighting him. it may be in part that the only noise aside from the ambiance is the sound of the enemies chasing you. overall, this would make an amazing horror game.
Replaying this again.
Can I just say how impressed I am that the enemies are still scary, even after I've seen them a thousand times? That's really cool.
I heard the enemy sound effects, but couldn't see what was chasing me. When I turned around and saw the ant, I legitimately jumped.
Hello
Glad you are impressed and you had such moments in-game. Even with this kind of pixel-art :)
This game really needs new sound effects and such for standalone release.
Hi! I really liked your game :) Any plan to expand it further? Perhaps a Steam release?
Hi! Glad you liked it :) Yes, I have planned a release for Steam, GOG and Google Play and such. Pretty much everything has been designed completely for the final release.
Sorry if this is presumptuous. I really liked the game and I've been thinking about it a lot.
What if, on every level, there was a note from a previous adventurer randomly selected and placed? This would add to the already excellent atmosphere and encourage further exploration.
Hello,
No presumptuous at all. Glad you liked the game.
Actually it is a good idea. I have also been thinking about the random messages scattered around the dungeon left by the previous adventurers. The messages are going to give some hits about the game world, the backstory and the thoughts of the previous adventurers. And even some foreshadowing before the reveal of the secret ending.
Since the game takes place in a post-apocalyptic world, I was thinking about some sort of graffitis painted on the walls rather than pieces of paper with writing.
That sounds really cool.
Really enjoyed this and am trying to make something similar myself. How did you go about keeping track of entity positions and the like so that enemies wouldn't run into each other?
I've been trying to use a dictionary of Vector3Ints as keys and a custom Entity class as values. Perhaps you found a better approach to this?
Glad you liked it. There is a 2D Boolean array to keep track which grids are occupied and which are not. When player or an enemy start moving to a next floor grid and if it is non-occupied, it becomes occupied and the previous grid becomes non-occupied. Otherwise movement is prevented. This works pretty well, but I have been thinking about some different approach which allows enemies to hurt each other.
This game has potential!
A few things...
1. Increase the travel speed. Or rather, the delay between moving between tiles. It's painful to move around
2. When attacking, place the yellow/red bar in the middle of the enemy
3. Add SFX to door that can't be opened
4. It's not clear why the meat can be picked up entirely
5. When attacking, I personally want to hold the left-button instead of click
6. The original cursor seems to be broken? I have my default cursor
7. Lock the cursor (confined) within the window
Thank you for your feedback! It's really needed :)
The issues 1, 2, 3 and 5 will be fixed for this demo. The meat is consumed only when your HP is reduced, and the meat has certain amount of capacity to restore lost HP. The meat issue will be solved in the full version of the game. There are cursor issues with WebGL build because of how Unity WebGL handles mouse events.
Excellent. I'll check out the changes when they become available.