RPGsimple
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 |
Status | Prototype |
Platforms | HTML5 |
Author | patricklydon |
Genre | Role Playing |
Made with | GameMaker |
Tags | No AI, Pixel Art, Procedural Generation |
Average session | About a half-hour |
Languages | English |
Inputs | Mouse, Touchscreen |
Accessibility | One button |
Development log
- Beta released to public!1 day ago
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
Thank you for playing! yes most of the bugs you mentioned are known. I appreciate your more personal input on other matters, noted. <3