The Necromancer Saga: Endless Dungeons by frankitox16
Welcome to the Necromancer Saga!
In this adventure, you're a novice of the dark magics, trying your best to improve as a necromancer... Your mentor asked you to bring a very special book: The Necronomicon. This book will allow you to reach the next level in your path as a Master Necromancer. The only thing standing between you and that book is a dungeon filled with guards, trying to keep that precious book away from the wrong hands.
Sadly, your powers are still weak, and wielding such dark magic creates a huge burden in your own humanity, as bringing back something from the death requires a high price. Not everything's lost though, as you are well familiar with the other schools of magic, proficient in the art of healing, and dangerous with the power of firebolts.
Use these powers wisely, as the sole fuel of them are other human souls...
Some Screenshots


Controls
- Right Click to move the mage
- Left Click to cast fireball
- Space to summon a skeleton
- A/D to move camera around the player
- Mouse wheel to zoom in and out
- C to heal (uses one available skeleton for summoning).
How to Play
Find your way to the Portal at the end of every level to advance in your quest.
A little bit about the game...
Graphic assets were all brought from the asset store, so we opted out of the Graphics category, becase it just wouldn't be fair... Anything else, such as music kindly made by @Fran198, is made in the actual 72 hours of the Jam event.
- @frankitox16 : Programming/Development
- @Fran198 : Music/Art
Hope you enjoy it!
Note: Windows executable is highly recommended, as the Web version might run out of memory while generating the map. If you just want a feel for the game or just don't want to download it, be aware that bugs may appear in the Web version (just refresh the page until it works...)
UPDATE 1
List of bugfixes: - Lighting is improved. Now you can actually see behind those shadows!
Before

After

- Loading screen now's working as it should (It's used to avoid that camera flickering at the beggining).
- Lowered music volume as it was too high.
- Skeletons now fight the enemy that was hit by a fireball, if they weren't attacking before.
- Added particles to fireballs when they collide with an object to provide more feedback on the player when it's attacking an enemy
- Enemies were nerfed. (Needs a bit more playtesting, as I find them a bit too easy. I'll probably do a balance patch later).
Ratings
| Given | 11🗳️ | 11🗨️ |
Really cool that you made a procedural dungeon!!
As for the skeletons, I agree... I couldn't playtest the game enough to see that become an actual problem later in the game, and probably will patch it up sometime soon.
Once again, thanks for the feedback, and I'm really glad you enjoyed it!
I reakky love your animations, controls and idea. But I really hate your ambient. I think it's just too annoying and loud. May be if it was more quiet it would be less hateful.
I really think the necromancer and guards are cute. Thank you for the game. But sorry for silencing it and downvoting your audio score.
The dungeon generator is nice. Sometimes it spawns the portal in the room right next to me while a long corridor with enemies is generated in the other direction, but is interesting that level by level it increases in size and complexity.
Also, congrats on opting out of graphics category and respecting the rules of the jam.
Good job!
I like the individual models, although the dungeon itself feels bland. Props and some local lightsources would have helped. Nice work on the level generator.
I would suggest bringing down the field of view on your camera, so there's not as much perspective; it feels odd seeing far off into the distance. It will feel more like a dungeon crawler when the world gets flattened out a bit. SFX would really help the actions feel more responsive; so would VFX. Time constraints though, I understand.
Some fog might have been cool too, to constrain that view distance and make it feel more atmospheric.
I only played after Update 1 so I can't say what it was before but the enemies are very easy now. It is because of how OP the fireball is, the infinite range and ammo allow you to kill effortlessy any enemy if you get it on your line of sight. The only ones who are a threat are the ones you can't kill with this trick (when they are positioned in a place that won't be in your line of sight without getting too close to alert them), but even in this case, you can just throw a skeleton on them and it tanks the damage for you.
I took some time to get the hang of the controls, having to use the mouse for both moving and shooting was not convenient for me. Take Realm of The Mad God as an reference, your controls are already a bit similar, but the movement is on the arrow / WASD keys. That game is a permadeath bullet hell. Just take a look in what the players handle with it:
https://www.youtube.com/watch?v=o1yw0qYi0Jw
@avsc Thanks for the feedback at the enemies! Indeed they get quite easy later into the game, I might add some scaling or something, apart form moving the spawnpoints of the enemies...
As for both suggestions on the Dungeon Generator, I might make a post on how it works and why does it feel so monotonous. To make a long story short, I made some prefabs of rooms that should appear in the dungeon, and "stick their exits" togehter. The biggest downside of this, is that the rooms sometimes collide with eachother, and Unity's collision system doesn't exactly work until runtime. So, in order to not waste more time, I went the quick route and designed a few simple rooms (which are the ones that keep repeating there). I would add props/lights/etc to it later, if I had the time (which I sure didn't).
In the end, I will add all these details, but for now, it will remain as is...
A really fun approach, though the AI can be a bit easy now in some cases with placement.