Featured roguelike

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= Featured Roguelike: [[Infra Arcana]] =
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<div style="float:right;margin:0 6px">https://dl.dropbox.com/u/9153777/ia.png</div>
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= Featured Roguelike: [[Zorbus]]=
[[Infra Arcana]] is a Roguelike set in the early 20th century. The goal is to explore the lair of a dreaded cult called The Church of Starry Wisdom.
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Buried deep beneath their hallowed grounds lies an artefact called The Shining Trapezohedron - a window to all secrets of the universe. Your ultimate goal is to unearth this artifact.
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https://i.imgur.com/IIwsTva.png
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[[Category:Browse]]
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In Zorbus your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.
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Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore. The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content. Something more than just boring empty rooms and corridors! Diversely shaped levels with themed content (throne rooms, prisons, lots of hidden treasure caches etc.) with good connectivity between the areas.
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Important part of the living dungeon are the creatures. Creatures act intelligently, might fight each other, flee when threatened and try to gather their friends to overcome a threat. Most creatures can use items and also pick them up from from the dungeon floor. Creatures are not silent either but comment on things with speech bubbles.
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You don't have to go to the fight alone but can recruit other creatures along the way.
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The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has experience levels but no character classes (race is selected). On each level up, you point buy skills and talents (mostly combat maneuvers and spells).
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Latest revision as of 20:09, 21 April 2020


[edit] Featured Roguelike: Zorbus

IIwsTva.png

In Zorbus your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.

Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore. The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive, eventful and rich in content. Something more than just boring empty rooms and corridors! Diversely shaped levels with themed content (throne rooms, prisons, lots of hidden treasure caches etc.) with good connectivity between the areas.

Important part of the living dungeon are the creatures. Creatures act intelligently, might fight each other, flee when threatened and try to gather their friends to overcome a threat. Most creatures can use items and also pick them up from from the dungeon floor. Creatures are not silent either but comment on things with speech bubbles.

You don't have to go to the fight alone but can recruit other creatures along the way.

The rule system for the game is slightly influenced by the d20 system used in the 3rd edition of Dungeons & Dragons. Zorbus has experience levels but no character classes (race is selected). On each level up, you point buy skills and talents (mostly combat maneuvers and spells).

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