HeavenBound

This was my first intent on making a serious game, the gameplay is similar to metroidvanias, like Hollow Knight or Rogue Legacy, while also adding a little bit of luck component based on Roguelikes, the map is proceduraly generated and the items are random.

The game

The objective of the game is simple, your character spawns in the left-most bottom part of a 10x10 proceduraly generated labyrinth, you have to find your way to the top floor of the labyrinth, where a boss is waiting for you, but take care, you will have to fight enemies along the way, and to make things worse, the floor changes color when you are close to it and if it turns red you will take damage if you try stepping on it.

Along the game there are basically 2 types of rooms besides the boss arena, normal rooms will contain enemies, the number of them depends on a pre-assigned weight over how difficult are this enemies to handle, so the "easiest" type of enemy could appear multiple times in a room, but other harder enemy can't appear as many times in the same room, rooms with mixed types of enemies are the most common.

The other type of rooms are treasure rooms, those appear once and only once per floor (or row), treasure rooms let you choose between a number of items ranked by their rarity, common items are more usual than rare ones, there are a number of different items and 4 different qualities, common items are usually just stat upgrades, damage, speed, jump, while more rare items have other "special effects", for example "The chaos" makes all item qualities equally common, "The vampire" sometimes heals you after killing an enemy, "The Giant" gives you more range in exchange for attack speed and "The Dwarf" gives you the opposite thing, etc.

The enemies

There are only 3 types of enemies besides the boss, each enemy is a special threat, and is recommended to kill the enemies you encounter, because leaving them alive could lead to problems later on.

Hopper:

They are at least in melee combat somehow similar to slimes in Terraria , after charging it tries to launch at the player, it is the only type of enemy that actually targets the player, it can follow the player between horizontal rooms, and if ignored (After being far enough) it will fire at the player from their position, this bullets are not very fast nor hard to dodge on its own, but when fighting other enemies or the boss they can become a problem.

Bouncer:

This enemies just bounce around the rooms, just be careful for the collision, but ignore them at your own risk, because they can enter new rooms, spawning their enemies while the player is unaware, could even spawn the boss if the player is not paying enough attention.

Pumper:

The pumper is a special type of enemy, it does not directly attack the player, it doesn't even move, instead the pumper will use its time trying to make the map around it as red as possible, difficulting the player's progress, depending on the circumstances this could be but a little annoyance, but take care as time runs against you, if you let them they won't stop until the whole map is red.

The boss

The boss is only found on the entire top row, which is the boss arena, the boss have 4 different attacks.

Ram:

This attack will launch the boss at the player, trying to deal contact damage.

Homming Proyectiles:

Spawn 5 homming proyectiles that follow the player, the player can manipulate these in order to make them hit the boss, which can do serious damage.

Single Proyectile:

The boss fires a single, non-homming proyectile towards the player.

Charge:

Power up their next move, this can make the other attacks harder to dodge or deal more damage.

When you defeat the boss the victory screen will pop up.

Possible Upgrades

I will talk about the things that I thought at the start that didn't make it into the game. The concept is relatively easily scalable by adding new types of enemies, items and bosses. A type of enemy that hugs the walls and shots at you. A type of enemy that tries to run from you and spawns other enemies. A different option for making damage: Ranged weapon, throw bombs, some kind of magic system, etc. A different, harder "biome" outside the Labyrith that could be accesed by breaking a certain wall, with own enemies and a boss. More items with special abilities, currently there are only 6 items that give something other than plain stats, those being Death, Law, Chaos, Scholar, Virtous and Vampire.

Miscelanea

I took some extra time with the sound system, there are 16 songs which are 8-bit variations of songs I like, those 8-bits covers are all public in youtube and most of them were extracted from the youtube channel "Epic-NES-Metal", there is an item called "The Virtuous" that lets you change songs with the key 'N', if you don't have said item you'll have to wait for the song to end , besides audio, all assets in this proyect have been made personally by me.

Some of the items are references to other games popular games, for example Mario, Sonic or Final Fantasy, the item mechanic is influenced by The Binding of Isaac.


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