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Once upon a Dungeon II

I thought I fulfilled my duty - the dungeon cleared, head of the Fallen One delivered to king's court. Clearly I must have overlooked some of evil servants. Moreover, while escaping they took Slavic gods statues with them, master controlling them, thus becoming powerful foes. Now I'm blamed of evil spreading around the country and forced to sort it out. It's gonna be tough ...

Once upon a Dungeon II is a traditional roguelike game with a scent of Slavic mythology. It features turned-based combat, hack/slash oriented gameplay and 2D cartoon graphics with a dynamic lighting. ouad image
Features:
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    Game Features

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    Turn based, hack/slash oriented roguelike
    The game is turn based. To avoid very long turns games do some tricks to make things faster. For example if hero is sorrounded by four enemies they do not wait until each ot them finishes. Instead they attack in parallel. Player's main activities are: slashing enemies, collecting loot, crafting, handling quests.
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    Open world with dungeons to descent into
    The starting point in the game is an outer world. It's a large forrest area containing camps, villages, ponds. Of course there are many dangerous entities there: monsters, wild animals, bandits. From time to time there is a portal allowing faster traversing of the world.
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    Procedurally generated levels
    Game features many mechanisms to make experience more interesting. Each time player starts a new game world's parts are randomly layouted. Every time player descents into a dungeon it's layout is dynamically generated.
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    Permanent death (optionally)
    Death is unpleasant experience. Hardcore players can make it even more unpleasant by opting for a permanent death. By default this option is not checked and after dying player can load game form the last save. Game has auto-save mechanism so player is not loosing too much of the game's progress.
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    Slavic gods
    Slavic gods play an important role in the game. Everyone wants to possess them as they give power. Players can also use them - they have their own turn in the game.
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    Tons of loot (ordinary, magic, enchantable, unique)
    There are different kinds of loot in the game:
    • Equipment (melee and ranged weapons), armour, jewellery
    • Magic scrolls, books
    • Consumables (meat, fruits, potions)
    • Gems, trophies
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    Spells
    There two sources of spells:
    • Mana based - books and scrolls
    • Equipment based - staffs, scepters and wands
    • Mana based spells require mana to cast. The power of such a spell depends on player's magic statistic level.

      Equipment based spells do not require mana. The power of such a spell depends on equipment statistics and player's ability related to given equipment kind.

    Spells can cause different effects depend on their kind:
    • Fire - burning - for a few next turns entity will burn (effectively losing its health)
    • Ice - freezing - for a few next turns entity will not be able to move
    • Poison - poisoning - for a few next turns entity will be poisoned (effectively loosing its health)
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    Trading system
    From time to time player would find a merchant. Merchants sell/buy loot, some of them can also sell a hound. If for some reason they do not like player they would refuse trading. The currency in the game is gold.
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    Discussion/Quests system
    There are over dozen NPC in the game. Player can talk to them, most of them would suggest quest(s). After achieving a quest they provide a reward. Quests differ in type and difficulty.
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    Crafting
    Crafting is done using recipies. They can be found when looting or purchased from a merchant. Beside the recipe there are some pieces of loot needed and a magic dust.
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    Door/Key/Lever mechanics
    Rooms inside dungeons are accessed using doors. Door typically can be opened by touching them. Some door require a special key. There are also door that needs a proper combination a levers to be opened.
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    Monsters
    When traversing world and dungeons player would meet many different enemies. They differ in power, skills, some of them have distinctive graphics indicating a powerful foe. Once player is inside an enemy "visibility" radius he will be chased by the enemy.

    They are divided into three main categories

    • Ordinary - Normal enemy, most of them performs physical attacks, some have special skill as teleporting, elemental damage. Shall not be a problem to defeat
    • Champions - Powerful enemy, has much more health and power than a plain one. Can cast a spell on hero or himself
    • Bosses - Very powerful enemy, inflicts a lot of physical damage, uses different spells. It's advised to approach it with a couple of spare potions
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    Weapons
    • Plain (white description) - thrown by simple monsters
    • Magic (blue description) - thrown by strong monsters, or found by opening a gold chest. Simple monsters can also throw it from time to time
    • Unique (yellow description)- thrown by bosses. Strong monsters and gold chests can also throw it. Simple monsters are very unlikely to throw such an item.