Vengeance in Gold
A downloadable game for Windows
Made for 1-Bit Jam #4
This is a game I've wanted to make for a while and thought suited the jam well. It's an ambitious concept so it's not polished - tutorialisation is weak (see below); many buildings lack decorated interiors of loot, but it is important to check them in case they have a bed. Only the first few areas are accessible (unfortunately means you don't really get to explore the tower itself), with a definitive stopping point.
v0.1.1 fixes bugs/issues per the jam rules
Future plans for the current content for after the jam: gold currency, conversion between it and aurum; more transmutation fidelity (individual eyes, ears) and unimplemented effects (goldsight, overclock, poise, agility); more NPCs; better enemy placement; more enemy variety; decorated houses, pick up objects into inventory and place them down; NPC quests and dialogue options; more interesting world exploration - through towers, over and around houses, into basements and sewers.
Controls (Controller supported):
WASD - move
Space - jump
Shift - dash
C - interact
LMB / RMB - attacks
Q / E - spells
Instructions:
Rest at beds to heal affliction and set spawnpoint. Enemies will respawn. Health may only be restored through alchemy.
Take/deal damage to get Aurum. Aurum is spent to perform alchemy.
Arcane gold cannot be created from nothing; the transmutation price must be paid. Allocate body parts in the inventory in order to perform alchemy. As Aurum is used to cast spells, the allocated parts will be gradually transmuted into gold. This has positives and negatives, and is irreversible and finite.
Select your sword and alchemical knowledge in your inventory to bind attacks and spells to inputs.
Leave the city through the Rain Gate in the starting area to end the game and view the credits.
Credits:
Detailed asset credits with links will come when my shitty laptop can manage to keep chrome open for 5 minutes without crashing
Context on level assets: the level is mostly made with CSGs. The wall segment from KayKit's dungeon pack is taken and baked as a texture that is applied to the geometry with a mix of uv-mapping and axis-aligned worldspace mapping (simplified triplanar). Stairs, and furniture models are used from the same pack. Doors are recreated models based on the doors from the pack. Graves, trees, and iron fence (gate) models are from KayKit's graveyard pack.
Context on character assets: KayKit's adventurers and skeletons packs are used. Some enemies are custom (leeches), or composited from models from the pack (amalgam). Animations are from the same packs but some modified or custom created.
Status | Prototype |
Platforms | Windows |
Author | Amaryllis |
Genre | Adventure |
Tags | Souls-like |
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