Difference between revisions of "Into the Labyrinth"
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{{game-alpha| name = Into the Labyrinth | {{game-alpha| name = Into the Labyrinth | ||
|developer = [[User:Badscribbler | Badscribbler]] | |developer = [[User:Badscribbler | Badscribbler]] intothelabyrinthkeeper@gmail.com | ||
|theme = Fantasy, Party based | |theme = Fantasy, Party based | ||
|influences = Etrian Odyssey, Devil Survivor, SMT games, Diablo, Blood Bowl, Dark Hersey, Call of Cthulhu (advancement mechanics for now) | |influences = Etrian Odyssey, Devil Survivor, SMT games, Diablo, Blood Bowl, Dark Hersey, Call of Cthulhu (advancement mechanics for now) | ||
Line 63: | Line 63: | ||
Any feedback would be helpful contact me at | Any feedback would be helpful contact me at intothelabyrinthkeeper@gmail.com |
Revision as of 00:50, 7 November 2013
Into the Labyrinth | |
---|---|
Alpha Project | |
Developer | Badscribbler intothelabyrinthkeeper@gmail.com |
Theme | Fantasy, Party based |
Influences | Etrian Odyssey, Devil Survivor, SMT games, Diablo, Blood Bowl, Dark Hersey, Call of Cthulhu (advancement mechanics for now) |
Released | Sep 22 2013 |
Updated | Sep 22 2013 |
Licensing | Freeware |
P. Language | Python |
Platforms | Windows |
Interface | ASCII, keyboard |
Game Length | Demo (10 minutes) |
[Official site of Into the Labyrinth |
A party based Roguelike taking major inspiration from Devil Survivor's single phase of turn based combat and movement. It is still under development and has the basic chassis of how the game will work combat and movement wise.
The ultimate goal of the game is to have a somewhat customized party of somewhat fragile characters that you can send down into the Labyrinth to explore and find new materials to make items with. If the party ever gets destroyed you will have to have other guild members carry on without having to restart the game.
Features
- Party Based combat
- Weapons types that have major differences. For example
- Heavy weapons take a turn of effort to ready but deal high amounts of damage
- Bow takes a turn to ready but has range. An Archer may fire a bow immediately at a shorter range and less damage.
- Combat Razor does two weak attacks that may leave the target vulnerable due to forcing them to dodge
- Reaction point based evasion. Characters and Monsters may only avoid attacks so many times a turn
- A unique armor system that allows you to survive more hits but does not leave you invulnerable
- Recruit party members when your current ones fall
- Party member statistics grow as used
- Injury system that means your character may survive an attack that drops them below 1 health but may carry penalties
- 'animated' combat sequences with floaty bouncy numbers
- Two key ranged combat selection
- Defeat enemies for monster gibs for the town NPCs to make into items
Upcoming features
Expected alpha update November
- Bows no longer being melee weapons and allowing parry
- Weapon restricted skills on character
- Shields equipment
- Can not use with two handed weapons (Bows, heavy weapon)
- Must be raised or lowered through free actions.
- Must be raised to allow blocking reactions.
- Tomes of magic power
- Tomes must be charged off the wielder's mana
- Spells in tomes work off the mana in a tome and deplete it
- Tomes may be swiftly brought down on a foes head for pathetic damage.
- Rewrite of dungeon building code. 100% less random wander 100% more random room placement and tree data structures.
- The first stratum will have ASCII more reflective of a forest.
Future
Current list of things needed to push this to beta
- Larger more interesting floors
- Injury status being more than just a stun effect
- If you are familiar with blood bowl you know what this will become
- Guild storage.
- Characters gaining skills based on their statistics and class
- Members left in guild create new party when current party falls
- Save feature
Any feedback would be helpful contact me at intothelabyrinthkeeper@gmail.com