A barebones procedurally generated roguelike rpg inspired by titles such as Slay the Spire and old-school Final Fantasy. Make your character however you like, bust out of prison, learn the game systems and see how far you can get! 

Good "luck". You will need it.


I consider the game to be in Beta right now. It is nowhere close to being finished or balanced, particularly after floor 12 and onward. It will require a lot of playtesting and fine-tuning. 

Please, enjoy the game as it is so far, and if you encounter any glitches or particularly tough encounters post a comment below. Any general feedback or criticism is also welcome.


UPDATE 1/27/24

-added extra possible bosses to some levels

-fixed bug where items are not used on the selected target

-added a final boss encounter on floor 17

-added enemies: alien, manstar, hatchling, goblin king, and the final encounter.

-removed the lich sprite as a playable avatar (too big)

-beta released to general public. Hello new players :) post your feedback below


BIG UPDATE: 1/24/25

-complete shop overhaul

-shops now spawn in 5 varieties: general store, potion store, weapon store, guild hall, and bazaar

-item pools vary by shop, and more powerful equipment is sold later in the game.

-prices lowered across the board

-shopkeepers have names now, and they will be displayed alongside the name of their shop

-you can now see the ally you are encountering on the ally pickup screen, and hover over them to see their stats

-text has been added in the ally pickup screen to make it clear what is happening

-allies now level up alongside you (a random stat, once every two levels you are with them)

-weapons and armor reworked and properly implemented

-boss encounters moved around

-late game encounters shifted around

-many enemies buffed in response to the player's new power level

-the game no longer locks up in player death situations

-added enemy: mudman


BIG UPDATE: 1/8/25

-added the following enemies:

Acid Blob, Hawk, Raptor, Golem, Iron Golem, Ghost. Spectre, Poltergeist, Shadow, Rookie, Prisoner(armed), Worker, Valkyrie, Knight

-added new weapons:

Knife, Club, Short Sword, Scimitar, Spear, Halberd, Buster Sword

-added new sprites the player can use as their avatar

-enemies can now have weapons or armor equipped depending on their type. enemy armor and weapons are called during damage calculation.

-added blocking, hold up your guard until your next turn to take 1/2 damage.

-enemies now properly spawn with unique stats

-added a title screen

-added "smoke signals" at the campfire

-added a super secret final level on floor 18

-happy new year :)


UPDATE: 12/29/24

-added enemies: basilisk, black bear, polar bear

-many enemy tweaks

-xp curve tweaks (later enemies give more in general)


UPDATE: 12/29/24

-nerfed ooze

-added enemies: lich, centaur


UPDATE:12/28/24

-FIXED SHOPS, i think. you can no longer buy "sold out" and the shop has stopped opens glitched

-added the "party" menu, allowing you to set up camp anywhere on the map and view your party. here, you can use items or swap outside of battle.

-weapons, armor, and shopkeepers now appear with a random color.

-bears no longer appear as an enemy on level 4, only as the boss.

-finished the encounter tables for levels 10-16


UPDATE: 12/27/24

-ui updated to be visible on mobile

-warden stats adjusted

-ooze is now fought alone, without gators

-fixed bug where you could not give items to your ally while swapped

-BODY reworked; it remains the same for enemies but each level is more impactful for the player


UPDATE: 12/26/24

-turns should no longer be skipped in battle if they happen on the same frame (HUGE!)

-added new enemies: Warden, Horror, Necromancer

-removed sound effects. they will be added again when they are improved.


UPDATE: 12/25/24

Merry Christmas!

-added the "swap" feature, allowing you to move to the back and move your ally to the front.

-now, the player character closest to the enemies will get chosen for attacks twice as often as the one in the back. 

-nerfed hobgoblins and gators after playtest feedback


UPDATE: 12/24/24

-name is automatically set to "hero" when no name is entered (enables mobile play)


Updated 1 day ago
StatusPrototype
PlatformsHTML5
Authorpatricklydon
GenreRole Playing
Made withGameMaker
TagsNo AI, Pixel Art, Procedural Generation
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse, Touchscreen
AccessibilityOne button

Development log

Comments

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Hey :)
I played a round and wrote down some thoughts. I am sure you are aware of some and they will be tackled in the future but maybe you are not aware of all of it. Good job though keep grinding!

- I would expect the sliders to keep sliding when I have the mouse button down but left the hitbox of the slider  but currently, it stops (if that makes sense)

- If I try to delete the name I entered with backspace I have to press multiple times I cannot just hold to delete

- I would start at lvl 1, not lvl 0

- Larger icons for the map would be nice

- When increasing Mind etc. it would be nice to see on hove what the increase will do. Right now I have to guess what happens and press

- I would like to know exactly how much damage my attack does and how much HP the opponents have. So it feels less random and you have more control as a player

- Make the hp left a decimal limited to X numbers after a decimal. Right now it reads 5.999999999999999999996

The next floor button is overlapping at the moment with the grey thing

- When visualizing when whose turn is try to do it more clearly. My recommendation look at a fight scene from "Battle Brothers" they have a timeline for this

- just clicking on the sprite of the enemy would be nicer when attacking, not the button

- I can buy 2 times a knife but for different prices. What is the difference

(+1)

Thank you for playing! yes most of the bugs you mentioned are known. I appreciate your more personal input on other matters, noted. <3