https://www.kickstarter.com/projects/1363989456/tangledeep-a-dungeon-crawling-tribute-to-the-16-bi/description $15K target
http://tangledeep.com/https://forums.tigsource.com/index.php?topic=57600.0 Win/Mac/Linux/???
"Tangledeep is an ever-changing labyrinth full of mysteries, danger and treasure. Yet, it is the only way to reach a world long-forgotten by time. Will you heed the call of adventure and face the challenges that await within?"
Tangledeep is an upcoming turn-based, dungeon crawling, roguelike RPG for PC, OSX and Linux. Its gorgeous 16-bit aesthetic is inspired by some of the most classic RPGs of the SNES era, such as Secret of Mana and Chrono Trigger, while its deep and strategic gameplay combines elements of modern titles like Diablo and Rogue Legacy.
Tangledeep is designed with all the depth that is the hallmark of the roguelike genre - wonderfully diverse items, monsters, procedurally-generated locations, strategic gameplay, endless replayability, and deep customization.
And just like console RPGs in the 16-bit era brought accessibility to an often dense and arcane genre, so too does Tangledeep offer a portal to the incredible depth of roguelikes with beautiful, easy-to-understand presentation and gameplay.
Of course, this is not to say the game is easy! The trials will be great, the battles intense, and you will surely die. But you will see every challenge coming - nothing is unpredictable or hidden - and come away from each playthrough with more knowledge and better strategies for the next one.
If the concept of 'permadeath' is intimidating, fear not - Tangledeep also has elements of metagame progression, inspired by such games as Rogue Legacy, Dungeonmans, and Shiren the Wanderer. For example, through the memorable and lovable Banker character, you'll be able to store items for future heroes to use in their journey.
No two adventures in Tangledeep are the same! Each time you play, the dungeon, its monsters, and items are all procedurally generated. The challenges you'll face will always be fierce, and it's up to you to build the character you want to play, with a highly flexible job system and 12 unique jobs planned.
Want to sneak up on monsters, catch them by surprise and use dirty tricks like bombs and backstabs? Try the cunning Brigand!
Do you prefer to carefully plan your encounters, laying down traps and dispatching enemies before they can get close? The swift Hunter is for you!
Or how about using powerful elemental magic, modding and manipulating it to create custom spells? Give the Spellshaper a try!
Not only does each of these jobs (and all the rest) have a distinct playstyle, but you can also mix and match skills from multiple jobs, along with hundreds of items and magic properties to completely customize your character!
We could talk about Tangledeep all day, but why not give it a try yourself? We've been releasing public builds for 6 months now and lots of people are already playing and enjoying the game, even in its pre-alpha state!
If you like what you see, remember that we have over 8 months of additional development left - think about much greater the game will become!
Been watching this for awhile in pre-alpha land---absolute confidence that this can become an especially fine Roguelike!
Recent builds have gained:
The Banker
This cute lil' guy in town is Tangledeep's first instance of metagame progression. He'll store your items - for a fee - and if you die, you can then retrieve the items on your next character. He can only store up to 9 items, and you'll have to weigh whether you want to save that badass weapon you found OR use it on your current character... But it overall, this will help you progress further!
Combat Numbers
We've changed the font for damage text and the way it animates - instead of a boring straight crawl up, it 'bounces' off the character. This, along with the jab animation added last patch, really helps with combat 'feedback' and makes it feel nice.
Recovery Changes
The Flask was a little OP, and it didn't feel great to use it to restore Stamina and Energy when you were at full health. So now, it ONLY restores health. On the other hand, I've removed Health powerups, and significantly increased the powerup drop rate. In other words, you'll now be relying on Stamina/Energy powerups as a regular source of resource restoration, along with food & other consumables.
Damage Types Streamlined
I've done away with Slash, Blunt, and Pierce damage. It felt like unnecessary bloat and didn't add any real depth. It was also hard to guess or communicate whether a monster was strong or weak to a certain damage type. However, all the other elements still exist, so you'll still have to think twice about using Fire on a Salamander or Lightning on a Thunder Spirit. And remember, some terrain interacts with elemental damage - like Lava boosting Fire damage!
UI Revisions
The UI has received an overall polish/visual pass, particularly the Equipment screen, which now also includes item comparisons so you can tell at a glance whether an item is better or worse than what you're currently wearing. (The shop comparison UI also got an upgrade.) Along the same lines, I rewrote a lot of the 'list' code from scratch which I believe should make both keyboard + mouse scrolling behavior a lot better.
Game Over Feedback
When you die, you'll now be presented with a summary of: what killed you, how far you got in Tangledeep, monsters slain, steps taken, AND... how many restorative items you died carrying
NOTE FOR NEW PLAYERS: HIT F1 FOR HELP!
ART/VISUAL
* More equipment screen visual cleanup
* Improved the info display when you hover over an ability (or weapon) on your hotbar
* Updated sprite font for numbers
* Skill icon update - now, all job skills are colored based on job
* Status effect icons are now bigger
* New attack animation for Floramancer's starting weapon
* New title screen art!
BALANCE
* Alchemists no longer have two AOE attacks, but their ranged attack is a little stronger.
* Summoned pets now scale a little more with the summoner's level
* Floramancer's Vine Swing now restores a bit more Energy when used
* Mint Herb and Mint Fat Brews (healing potions 1 & 2) now heal a flat amount instead of % based.
* Overall loot drop rate has been decreased slightly
* Consumables now drop less frequently.
* HP curve has been reduced somewhat
* Toughness perk has been reduced in power (it was scaling considerably higher than the regular HP curve)
* The overall number of champions spawning has been decreased
* The ICE/water debuff from Frosted Jellies now lasts longer
* Tornado Stance duration shortened by 1 turn
* Verdigrizzlies hit a little harder
* Final boss adds do more damage and have more HP
* Final boss itself has better stats
* Sludge Spirits can now add a debuff that reduces healing effectiveness by 50% ("Toxified") applied on hit and on ranged attack
* Swamp Toads now show up in the main dungeon floors, can no longer regen, but CAN knock you around
* Paladin SANCTUARY: Lasts longer, but now gets consumed when you attack or use an ability
* Craggans are more powerful overall.
* River and Ember Spirits have been buffed a bit
* Rock Vipers have also been buffed a bit
* Enemy Floracondas can now add Toxified on hit (33% chance)
* Some non-champion monsters were giving a little too much bonus XP; this has been toned down
* Swords now give a +3% chance to parry on top of auto-counter attacking when parrying
* Number of fountains per floor has been decreased
* King of Bandits has been toughened up
BUGS
* Flavor damage type ("crushes", "slices") should read properly now
* Banker's interface has proper headers now
* Fountain sprite draw order is fixed
* Your summoned pets will no longer run from you
* Fixed game over screen not restarting properly... again?
* When rotating abilities, the targeting indicator will no longer disappear sometimes
* Adjusted gridlines visual to not allow "half tiles"
* Lava and mud should really, really not overlap anymore
* Fixed buggy interaction with certain abilities and destructibles
* Fixed some UI weirdness on Job screen
* List of active skills on the Skill sheet now scrolls and wraps properly
* Inventory and equipment lists should now refresh selected item when scrolling the list down
* Adjustments to UI 'dead zones' where the mouse was not triggering movement
* Magic fountains should no longer spawn on top of one another
* You can no longer press UI buttons in the upper right while dead
* Sound mix settings now apply to the title screen
* King's Champions will no longer attack the King (lol)
* Reduced instances of flashing numbers in the bottom left
CONTENT/GAMEPLAY
* Budoka new ability: Qi Strike. Tricky to use, but deals heavy ranged damage and can strike vital points.
* NEW ACCESSORY: Claw of Violence - same stats as old Nord Helm
* NEW CONSUMABLE: Barrier Potion. Gives you +30% defense against elemental damage.
* NORD HELM: Now gives you a Nordic Shout that pushes enemies away
* NEW MONSTER: Dark Panthox. A nasty variation on the Cave Lion...
ENGINE
* Optimized 'ronin' monster behavior code by simplifying for now - may return to this later
* Game now runs at a max framerate of 144 (this will be an option later, 30/60/120/144 max)
QUALITY OF LIFE
* Julia (tutorial NPC) will now automatically talk to first-time players when you cross the bridge in town. This only happens once
* Level music, once assigned, will not be changed when you return to that floor
* "Loading" text has been added when you select Continue from the main screen
* Hovering over the Flask or Portal reveals info about each
* Hovering over weapons in your hotbar will reveal info about them
* Item comparisons now take into account block chance for shields
* Clarified display for damage resistance on items
* Default help binding is now "F1"
* New button for "Hide Player Hud", default mapped to H. A bit of a hacky workaround for dealing with issues when you can't click tiles due to UI...
* Added some help info in the banker's dialogue
WRITING
* "Hiding" magic mod now called "Stealth"
* Frog Swamp -> Frog Bog
* Swamp Toad -> Bog Frog
* CT gain on light armor is spelled out explicitly
BALANCE
* Many damage-dealing abilities can now critically hit, increasing their damage by 33%. These are generally abilities that do upfront damage, NOT status effects (bleeds, poisons), tile hazards, or damage-over-time. The base crit chance is 5%.
BUGS
* More attempts at blocking mouse movement while clicking on hotbar
* Mud and water tiles should no longer stack
* Fixed various problems with right-click pathfinding
ENGINE
* Minor optimizations to player right-click pathfinding
* Minor optimizations to vision blocking checks
QUALITY OF LIFE
* Right-click movement (pathfinding) has been improved. Now, the destination tile will remain locked as long as you hold the right mouse button down. Once you reach the destination, after a brief pause, you will begin pathfinding to a new destination. Also, your pathfinding will be cleared if you engage in some kind of non-movement action (attacking a monster, talking to an NPC)
* "Show Map" is now assigned to TAB by default, not M
* Removed the ridge collider in town, west of the bridge
* Several map objects like water, mud and lava which previously did not have hover displays... now do
Cheers to one of 2017's sure to be shining stars of Roguelikes if the dev pace holds about as outlined over the next several months!