Game Design Document

Tested on Firefox



Controls:

Keyboard 

 Movement - WASD/Arrow Keys 

 Dash - Space

 Light Attack - Left Mouse Button 

 Heavy Attack - Right Mouse Button 

 Dash Attack (Light Attack while Dashing) - Space + Left Mouse Button

Toggle large map - Tab


Game Summary Pitch

Rogue Light is a top-down isometric rogue-lite about strategizing ways to fight off your enemies, crafting items to enhance your abilities, and navigating your way through the rooms of a decrepit castle while working under a time limit.


Inspiration

Hades: 

Hades was the main inspiration behind the hack and slash/isometric/rogue-lite foundation, with a focus on fun and intuitive combat. The combat is satisfying and is a main driving source of the player. The idea of constantly restarting and pushing through the same dungeon again, with more skills and knowledge, allowing you to reach deeper and deeper was a great inspiration, which we decided to flip on its head, by getting weaker as you go on, and having to rely on your skills and knowledge to push you through.


Primary Mechanics

Mechanic

        Hack and Slash        

Attack with various combos of light, heavy and dash attacks. The enemies have various attack patterns and ways to hit you, so learning their movesets, playing carefully, and dashing at opportune times is key.

        Procedural Rooms       

The rooms are generated at random, from enemies, to the placement of essence, crafting, boss and artifact rooms. This forces the player to plan their route carefully, and risk reaching the boss early, or getting a powerup/stat buff.

        Light Ticking Down      

The player’s life force constantly ticks down as their light slips away. This impacts the range of their sword, the strength of their attacks, and their movement speed. This also pools with their health, so the timer and health are pooled into one. This means that getting hit by enemies not only reduces your stats, but reduces the time you have to get through the dungeon. If the player’ light reaches 0, they have one last hit left, before the shadow’s consume them.

        Crafting      

Artifacts and essences can be combined to give the player stat buffs, from increased defence, attack and movement speed. If you get the right essences that synergise with the artifact you have, you can receive a powerup, from fire damage, movement slow-down on hit, fire beams that fire across the room and more. Prioritizing this at the right time, and learning which power-ups are vital for survival is a vital choice for the player throughout the experience.


Credits:

Programmers/Game designers:

InsoelPants

Art:

Dwellerdavysartcorner

Music:

Sdogga Man

Comments

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Really cool art and gameplay! hopefully i'll be able to see more of your projhect in the future, also thank you for the kind words you left on our page. it means a lot

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(+2)

Good job, enjoyed the mood and the artstyle. Some attacks were a bit hard too read, but felt good when it hits. Enjoyed the chara design also, reminded me of Medievil!

Congrats on finishing the jam also! :) 

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RogueLight Gameplay