PROTOTYPE (itch) (Blue Light Games) Mac OS

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A downloadable game

Win,Mac,Linux: HaxeFlixel is a 2D Game Engine that lets you create cross-platform games easier with free, open source technology! The Haxe programming language is a very modern, high-level programming language. It is very easy to learn if you're already familiar with Java, C, PHP, AS3, or any similar object-oriented language. Find games for macOS in development like Friday Night Funkin', DEEP FOG (DEMO), Saiko no Sutoka, Home Office Hell DEMO, Witch Tales DEMO on itch.io, the indie game hosting marketplace.

One of the first games I ever played was a platformer, and though I've made a few games with platformer-like movement this is the first time I've made a proper platformer.

This was a great learning experience about 2D physics and about how to make boss fights, this was definitely a fun and enjoyable experience. However, though I love playing platformers, I don't find them as creatively enabling as I would like, so I don't think I am going to expand on this game (though I did add the functionality to do so), as I feel like I enjoy making other kinds of games more.

I'm definitely looking at more projects in the future and I already know what I want to do for my next one. I want to focus more on improving my art skills, music skills and 3D skills so look out for those in projects in the future.

The art I used in this game was from Pixel Adventure 1 and 2, great free assets on the asset store. I highly reccomend them for prototypes.

Thank you for playing, any feedback would be appreciated!

StatusPrototype
AuthorLexloug
GenrePlatformer
Tags2D, jumping, Pixel Art, Short, Singleplayer

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Nice attempt at making a platformer! The movement was nice and snappy and both enemy types were interesting. I think if you ever wanted to improve on the controls, the best thing to do would be to add some coyote time for jumps (I often fell into pits cause my jumps were a little bit too late). I also found it odd that jumping on enemies doesn't make you bounce, especially since you bounce when you jump on the boss. I found the dash fun to use, but there weren't many places where it was necessary to rely on it so I didn't end up using it much throughout the game. That said, this seems like a good first exploration of the platformer genre!

A downloadable game for Windows

Zorbus is a free, fantasy-themed, graphical, turn-based, role-playing roguelike game. 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. You don't have to adventure alone, but can recruit other creatures along the way.

Thematically Zorbus draws influence from the late 70s and early 80s tabletop D&D campaigns, adventures and lore.

The game tries to create a dungeon which feels alive, eventful and rich in content. Something more than just empty rooms and corridors. Diversely shaped levels with themed content (throne rooms, prisons, hidden treasure caches, etc.) with good connectivity between the areas.

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

The dungeon has dynamic lighting. There are light sources as dungeon furniture and in the hands of creatures and these both can be lit and unlit. Some creatures have darkvision. Creatures react to light and sound.

The game has over 2000 sound effects to truly make the dungeon feel alive.

Zorbus is already a stable game, but development still continues with more content and more polishing.

A TRADITIONAL ROGUELIKE

Being a roguelike game, Zorbus creates the dungeon randomly, so that every played game is slightly different. The game uses permadeath, meaning that when a character dies, it really is permanent and the player must begin a new game. You can save the game, but the save file is deleted when loaded. Zorbus does not have item identification or a hunger mechanic.

RPG SYSTEM

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).

SYSTEM REQUIREMENTS

Zorbus needs Windows 7 or newer, but can be run on Linux with Wine and on Mac OS X with Wine, Wineskin or WineBottler.

Prototype (itch) (blue light games) mac os catalina

CONTROLS & UI

Keybindings are configurable. Mouse control is supported, but is not ideal for playing the game. The game has a targeting system, making it very easy to use ranged attacks or talents. Usable items and talents can be assigned to quickslots.

Display size can be configured. You can play in windowed mode or fullscreen and with 32x32-, 48x48- or 64x64-pixel tile graphics or ASCII characters. The font can be changed and text size can be adjusted.

ABOUT UPDATES

The download button is a link to the homepage (www.zorbus.net), so it always downloads the latest release. If you enable the option 'Check for updates on start' from the settings (it's enabled by default), you'll be informed when a new release is available and asked if you want to update. The check is made when the game is started.

Save files are not compatible between releases! You will lose your saved games and previously ascended characters from the save folder!

StatusReleased
PlatformsWindows
Rating
Authorzorbus
GenreRole Playing
TagsDungeon Crawler, Fantasy, Perma Death, Pixel Art, Procedural Generation, Roguelike, Singleplayer, Turn-based, Turn-Based Combat

Download

Click download now to get access to the following files:

Development log

  • Release 46
    Dec 18, 2020
  • Release 44
    Dec 05, 2020

Prototype (itch) (blue Light Games) Mac Os Update

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It's great! Best dungeon crawler I've played other than nethack. I want more stuff though! More dungeon rooms, more varied situations etc. Unfortunately once you've finished it a couple of times it's basically the same after that.

I want to be able to remove my custom pregenerated characters.

Other than that the game is great, currently doing necromancer run and I shall say that he feels currently a lil'... unfinished perhaps?

1) The only undead to make are skeletons or zombies why can't we make at least also these bone snakes.

2) It's annoying to constantly re-equip your warriors.

3) If you enter the new floor you need to kill current and make new undead since your current ones are outdated models.

4) If you have more than 5 skeletons high chances are you will loose some during auto explore.

5) Skeletons are just another pile of bones and zombies just a cannon fodder.

6) The only spell is to create skeletons/zombies.

Possible solutions

1) Just give us at least a spell which makes use of animal bones to create these skeletal snakes.

2) I guess we should just bear with it.

3) Your undead progress together with your character?

4) Rework undead companions, what they do when far away, what they do if you remove them from squad, when you make them wait, e.t.c.

5) Abilities for undead? Actually I don't really care about this one.

6) Some spell ideas: (spell which takes uncontrolled undead under your control(welcome back in squad, boney!)), (spell which exercises undead(evil spirit begone!)), (enchant undead (a way to give undead ability or some kind of attribute)).

5 combined with 6 combined with 3) A spell which makes undead which will develop (lvl up, gain skills) and wont go berserk if you leave it alone, but it would sacrifice some spirit points and/or vitality(why don't give an undead a piece of your soul which will grow inside him, making him unique, almost... alive?).

Prototype (itch) (blue Light Games) Mac Os X

Thanks for the feedback!

Pregenerated characters (under the 'past characters' title) can be deleted by pressing Control + Delete when the menu selector is on a character.

I'll definitely think about your ideas! Actually (2) is already implemented, will be available in the next release.

Definitely putting this on my list of games to play! Looks like loads of fun!

After trying a whole bunch of roguelikes (including DCSS), this is the one that finally 'clicked' for me, and I love it. The atmosphere created by the sound effects, the tilesets, the AI and the dialogue is great. The game itself plays nice and smooth, with all the usual bits working flawlessly and its own additions fitting in with no issue (e.g. condensing everything down to health and stamina even for mages). I especially liked the various nods to other roguelikes and RPGs, namely the Amulet of Yendor having actual worthwhile stats rather than just being either wearable godmode or an otherwise-useless 'you win' object like in several other roguelikes where it appears. Every bit of this game oozes love and dedication put into it, makes me wish I'd heard of it and played it sooner.

Prototype (itch) (blue Light Games) Mac Os Catalina

Started playing this a couple days ago in release 31, so 32 coming out and adding all these new features today was a pleasant surprise after failing my last attempt at ascension the night before. The sprite bobbing not only looking nice but being customizable is really neat, I left it as is personally but having choices is always good. I also appreciate the quality-of-life features, namely the blue summon healthbars and the info you added to the player handbook at the start (I didn't notice that summon kills gave no XP until I read that bit, whoops).

My first and so far only successful run was today as a gnome mage ('Redingles') with the Natural Leader and Team Spirit perks, coupled with spamming Energy Bolt at the start and then some of the better direct damage spells as I unlocked them. By the end, I was riding a tidal wave of hippo-men and skeletons in plate armor, raining down acid clouds, fireballs, chain lighting and banshee shrieks like nuclear artillery fire on anything unfortunate enough to have/develop a non-green health bar within view. Ended up ascending by wiping out Mrogna with the above army, some additional figurine/horn summon spam, two elixir clones, hoarded attack wands and a ton of endurance potions to fuel the spellpocalypse. Ended up being a bit overkill, admittedly, but then again so is the process of killing most oversized spiders.

Special mention goes to the fact that you can just drop the starting staff and start punching goblins and kobolds until they explode into gore, provided you have high enough stats plus Health Surge to offset the beating you'll get back at first. Very few games bother to include any consideration for unarmed combat, so having it be a viable gameplay type instead of an unintended dead end is a real treat. Being able to punch everything from common animals/people to ethereal beings until they cease to exist is part of why I played so much Morrowind, after all.

I hope you keep adding more to this game, assuming there's any more room to add anything as it is. Either way, I'm looking forward to punching everything to death solo, one monster at a time, whenever the mood to do another run hits me.

Sure! After all, since I've already gotten 57 hours of enjoyment out of this game (according to the itch client) so far, it's only fair that I let you know that you made something awesome and say thanks.

Prototype (itch) (blue Light Games) Mac Os Download

Belle of the ball this week! Downloaded a passel of roguelikes . . . a dozen? This was the best!

Wow! My goodness this is a tasty roguelike - just loads of flavore.
Dungeons are incredibly well generated and wonderfully decorated. Combat feels so solid.
I really hope this continues!

This is a really cool game

Could do with a custom race creator or something simple but it's pretty solid after you learn the controls





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