Once upon a Dungeon - Infinity Once upon a Dungeon - Infinity is a dungeon crawling game with a scent of Slavic mythology. It features turned-based combat, hack/slash oriented gameplay and 2D cartoon graphics with a dynamic lighting.Features:
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Game Features
turn based, hack/slash oriented roguelike of dungeon crawling genre
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.
Once game is finished, player can continue by playing at the next descent level.
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.
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.
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.
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
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.
- 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)
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.
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.
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.
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
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.