Rogue Fantasy is a short, simple Binding of Isaac style Rogue-Like.

CONTROLS

WASD - Move
Arrow Keys - Fire

DESIGN PROPOSAL

The original proposal was bit more ambitious than just a simple Binding of Isaac clone. While not all of the original mechanics were able to be implemented, it was mostly due to a lack of proper time, and difficulty of creating the proposed game. The original proposal was a Rogue-Like, more in the style of Hades, which an inventory of items that grant trait & origin buffs to the player, similar to TFT composition buffs. Binding of Isaac is a much simpler style of Rogue-Like, and suited the available time better, and so I pivoted to that style of game instead. It's mostly functional, with randomly generated dungeon layouts, random loot drops, and various power ups that increase the player's stats. I didn't have enough time to finish polishing some of the rougher aspects of the game, or implement the shop room. Currently, defeating the boss doesn't really do anything, and once you do there is no way to restart besides exiting the game. There is also only 1 level implemented at this time, and no audio. All of the powerups/items, and the menus use free Assets from the Unity Store.

There are a few types of rooms available to explore:
Start - this is the starting room, with nothing in it but some doors to move to other rooms
Basic - These rooms generate a random number of enemies (between 1 and 5), and a variety of items to help the player. This is the majority of the dungeon
Boss - There is always 1 boss room in the dungeon, which is the goal of the player.
Treasure - There is 1 treasure room generated every time as well. Inside are 2 powerups and no enemies.
Shop - There is 1 shop room generated as well, though it currently has no functionality. But at least there are no enemies.

Most of my time was spent getting the randomly generated dungeons to work, and despite all of it, there are a still a few issues I couldn't figure out. The biggest one being that some layouts can accidently softlock the game, as there is no way to access to the boss room in the dungeon because the doors around the room are not being properly set if next to another specialty room.

I was the only person working on the game, and as such, the full workload fell to me. Between finals in other classes, and a group project in which I am also helping to make a game, I didn't have as much time as I would have liked to make something better, and with less issues. I don't dislike the game, and had a lot of fun making it, and may spend some of my spare time improving it after the semester ends.

DEMO VIDEO

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Windows.zip 25 MB
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MacOS.zip 35 MB