Welcome great adventurers! As you know lately we had troubles with the crypt of the old Lich King! His tomb attracted nearby goblin tribes and they set up camp on the many levels. We ask you to go and clean it up, find their boss so we can rest assured once again. The Lich? Don’t worry he was defeated decades ago, only bones remained.
Now, gather you party and go onwards!
v6 uploaded
Crypt
Crypt is a solo/couch-coop turn based dungeon crawler, heavily inspired by the tabletop game of draftCrawl from Luiz Bills! Venture into the old crypt, find treause, potions and goblins. Many many goblins. Your goal is to find their boss and eliminate him! That is all. Everything you find inside is yours!
This is the first published playtest version. You will probably run into bugs, which I'd be happy to hear about, so I can fix them!
Gameplay
Gameplay is divided into turns. Players act first, in the order of your choice, then enemies. They attack who you want, as the games places player agency highly in this regard. The game is based on a 1d6 system in the background for many things, keep your eyes peeled. And be careful, the dungeon might hide things you did not anticipate!
There is a little green/red dot in the corner of each character, showing if it can act, or not in the given turn.
Certain characters have abilities that modify combat and there are spellcaster who start with spells. Once you find treasure chests, everyone who has a scroll can cast a spell. Spells are listed on the status window and if you press the secondary button and the unit has spells, the casting window will pop up!
Wizards learn their starting spells, which resets (if cast) to the learned ammount. Learned spells are prio-d over scrolls. Spell GUI now shows Spellname (scrolls-learned)
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Controls: Arrows and X and C (shown by a circle inside PICO-8)
Dev Discord
Started a little discord server around gamedev, gaming! Invite link: https://discord.gg/zjWFeSQnXa Best place to provide feedback about the game!
Support:
My awesome supporters over at Ko-fi! They allow me to pursue this niche hobby of mine! If you'd like more, consider hopping over to my Ko-fi page, where I share pixel art, game devlogs, postmortems, code rundowns, all that gamedev jazz! And if you can maybe drop in a coffee so I can make the next one faster!
Thank you Csöndi, Nerdy Teachers, Fletch and Squidlight for allowing me to keep up this hobby!
100% Made by a human
I'm proud supporter of the "No Gen AI Seal" movement, learn more of it over at: https://www.polygon-treehouse.com/no-gen-ai-seal
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My monk has mastered the drunken fist, where he would punch his way through the dungeon and then drink himself silly in the boss room while the others had at it :)
If I could make a suggestion: After a unit attacks, please make it so it selects the nearest available unit (which could be the same unit if they can go again) instead of the first. With a few units it's not so bad, but with more summoned units the button presses start to add up quickly.
Some bugs (ver-1, 2/23):
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Thanks so much for the feedback @Verb! Working on the selection updates, hopefully can do a new version in the following days!
The alchemist bug is interesting, do you know on what did you use the acid spell on?
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I just tap the acid spell and it crashes ¯\(ツ)/¯ playing on the latest bbs version btw.
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Found the issue, thank you! It was somehow in the targetless spell category and it tried to resolve after selection, but had to target to resolve against.
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Thanks for sharing! I played a few times just now and found it interesting.
The first time, I didn't realize I could add members to my party (oops), so I ventured in with a single-character party... made it to the first boss but was crushed there, but this helped me get the hang of the rules.
The second time, I added a full party and got a few levels in, but ran into two bugs (I believe I'm playing "v5", cart ID #crypt_achie-7):
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A few levels in, my monk was suddenly able to attack an unlimited number of enemies-- I'd attacked 3 but the dot was still green, so I was able to keep selecting and attacking all ~8 enemies on the screen. Unfortunately, now I seemed stuck-- the monk was still active (green dot) so the enemies weren't taking their turn yet, but I had already attacked all the enemies so couldn't select any of them.
- Looking for any way to end the turn, I had him cast his only spell (summon wolf)-- his active dot still stayed green. But then when I selected that wolf and tried to attack an enemy, the game crashed with this error:
(other summoned wolves had worked fine previously)
Hopefully this error message is useful for debugging...
The third time I ran into the same "monk bug"-- a few levels in, the monk's could attack any # of enemies, so I got stuck and had to quit once the monk had attacked every enemy as it never became the enemy's turn.
Also, a few UI ideas if you want them, since you say it's an early playtest (I've built games so I know there's only so much space and you can't please everyone):
- Like @Verb noted, keeping the same character selected after an action if it can act again: I'd often use the monk or barbarian, and the unit would be able to attack again but I'd have to click a few times to find and select it again.
- If there were some way for the character selection arrows to select in a predictable order (such as in order of XY position), that would be more convenient. With a full party, summons, and many enemies, I'd sometimes have to click an arrow 12+ times to try to get it to select the character or enemy I wanted, as on each arroa press the cursor jumps around the screen in what I assume is just the order characters exist in some internal array. Perhaps there's some way to sort the entity array by X,Y position or so on...
I look forward to checking out future versions!
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Thank you so much for the report @icegoat! The monk is the bane of my existence, it is getting a rework for sure today. Will keep the multiattack vibe, just differently
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V6 uploaded:
- Changed: Monk rework: Now after attack has a chance to attack again
- Changed: Druid now LEARNS summon spell
- Changed: New default party, swordsman, wizard, ranger
- Fixed: Swordsman healing +1 from all sources
- Fixed: Infinite chain sparks
- Fixed: Issues arising from monk multi attack
- Fixed: Some typos
- Fixed: Spell pickup showing 199 potions picked up
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