A downloadable crawler

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This is a retro dungeon crawler with a bunch of features from some classic dungeon crawlers. This is a personal project to scratch my itch of making games that are "spreadsheets with a thin layer of art". A lot of the names of spells and monsters and such are taken from other popular games.

 Features include:

  • Bard's Tale style combat with multiple groups of multiple monsters at different ranges presented as a list, rather than as art in the world.
  • Stats in the style of Might and Magic 3/4/5 where the bonuses you get start at around +3 at 18 and slowly increase to around +20 at 200. 
  • Classes scale across different role categories: Melee, Ranged, Spell Dam, Healing, Summoning and Utility.
    • The scaling is in the spirit of: "A warrior gets an extra attack every 4 levels, and a Paladin gets an extra attack every 6 levels because they are hybrid."
    • The scaling is presented as a decimal, so the warrior in that case would have a Melee scaling of 0.25.
    • During combat the tiers for each ability are presented next to the options to pick those abilities.
    • Fractional tiers give a chance for an extra attack/hit. So, Tier 5.3 gives 5 hits and a 30% chance of a 6th hit.
    • Luck actually does something in this game. The luck stat provides the stat bonus that goes from 0 to 20 as described above, and treats that as a percent chance applied to each hit/attack to get another attack. So it increases the number of hits/attacks a unit gets each round, but it's bursty.
  • Single-target attacks chain across packs of monsters.
    • So your level 100 warrior returns to the first town and has 25 melee attacks and you encounter a group of 10 rats.
    • The warrior will not blender the first rat with 25 huge hits, instead the first hit should kill the first rat, and the second goes to the next and so forth.
  • Critting exists and is an instant kill.
    • Crit chances on a single target with multiple hits give the full crit chance on the first hit, then divide it in half on subsequent hits to somewhat limit crit.
  • Procedurally generated world. 
  • Procedurally generated items with stat bonuses.
  • Riddles and quest items required to unlock new dungeon levels.
  • Quests to kill, loot items and fully explore (paint :)) maps.
  • Summoned monsters exist outside of the party itself, and form a regenerating "meat shield" that gets attacked first, and respawns for each combat.
  • A chance to crit and instantly kill a monster. 
    • The Hide/Backstab mechanic allows a hidden character to cast any single-target attack spell and give it a higher chance to crit.
    • The backstab will crit on each hit (unless the target resists that element) and kill a target per attack of the hidden character.
  • I tried to keep the spellbook small and focused and not have any useless spells cluttering up the spellbook that are no longer useful.
    • The class tier system allows the game to have only a handful of spells of each element.
    • Each element has a single target attack, a hit all in group attack, and a hit all enemies attack.
    • There is one cure spell, and the debuffs in the game have tiers and the cure spell power levels up with the healer's healing power and can cure up to that tier of debuff. This means an offhealer could cure lesser debuffs or lesser wounds while allowing a main healer to focus on worse things or bigger heals without requiring a ton of different spells that effectively do the same thing.
    • The differentiation between classes comes when two classes can cast Fireball, but one scales at 0.5 per level and the other at 0.35 per level. The first class will hit harder, however vulnerabilities are so bad that a character 
  • Permadeath if the entire party dies. You cannot flee from combat, but you do get a round to "Prepare" to buff/summon more stuff for a tough battle.
  • Game autosaves on exit to try to make savescumming harder.
    • However, the party data and the game settings are in pretty print json in the save folder at least for this build.
  • Roguelite party upgrades with points received while leveling up, exploring and completing quests.
  • Party member upgrades to customize each character.
  • No random rolling or random health gains on levelup. Periodically gain +1 to all primary stats on levelup (every 3 levels currently) to avoid randomness and the need for savescumming.
  • Magical effects/encounters like: Darkness, Antimagic, No physical attacks, Draining, Spinners, Teleports, Traps. Treasure chests, Stat Increase Cauldrons.
  • Time passes and monsters get stronger every day.
  • Soft cap on inventory that slows you down (more time passes per move) if you have too many items.
  • Monsters are differentiated by biome and level.
    • Each level gets a small subset of the monsters that could spawn there in its spawn table, so it's not all completely random.
    • Monsters can have resistances and vulnerabilities (so you want party members with a wide range of elemental attacks) 
    • Monsters can summon.
    • Monsters can cast attack/healing spells
    • Monsters have can have chances to passively apply debuffs on hit. These debuffs scale up with the level of the monster so that party members should have a healer that can cure them by the time they see them.
    • Monsters can have extra health and damage. 




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Click download now to get access to the following files:

crawler.zip 202 MB

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