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Dungeons of Asfore [Roguelike][Pixelart]

Started by January 14, 2017 08:10 PM
5 comments, last by SomberPixel 7 years, 9 months ago

Dungeons of Asfore

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Hello! We are Somber Pixel! We are happy to announce our new game Dungeons of Asfore. Dungeons of Asfore is a roguelike where you have to explore various dungeons in search for your daughter. Explore, loot, craft, enhance and distribute points to get stronger and destroy the great evil.
About the game
Asfore, a peaceful village surrounded by green fields and tall mountains, is home of many humans who live their lives in harmony and prosperity. You live with your daughter hoping to craft a bright future for her. One day, a great evil takes away many of the village inhabitants including your daughter. You must now venture through many dungeons in search of your beloved daughter and discover the root of all evil.

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Release Date
2017
Features
  • Many dungeons with unique and challenging rooms
  • Fluid battle system that requires good timing and preparation
  • Classic level up system, get stronger and learn new skills to slay the evil monsters. Distribute your stats the way you like and mark your own progress
  • Various materials to create new pieces of equipment or enhance existing ones.
  • Challenging boss fights
  • Colorful pixel art style and fluid animations

Explore challenging dungeons a get stronger

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Every dungeon offers a unique array of enemies and loot that can be collected. Each time you reenter a dungeon it will be auto-generated in a smart way so exploring the same dungeon is always a different and rewarding experience.

Learn new skills and use then wisely in a fluid combat system

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Acquire skills points and choose wisely! Experiment different strategies and upgrade your skills the way you like.

Meet a cast of charming characters

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Meet different characters that may aid you in many ways!

...And more!

We will show more aspects of the game as we continue with the development!

And from the ashes ... an epic adventure shall begin

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Feedback
As always, we would appreciate any advice from you. We want this game to be great and we are sure we will be able to achieve that with your help! You can always contact us or leave a comment!
We will post more updates soon!

Contact us

Somber Pixel: @SomberPixel

Adolfo:@adolfojo777

Hello !

Your game's really good-looking in my opinion, the pixel art looks super fluid, bright and colorful ! I really love the way the characters look and the sword attack animation.
Maybe the house and mountains in the first picture feel a little sub-par for me (possibly because you're going for something a more detailed, and closer to drawn art for the mountains, which kinda feels out of context for me - I would've preferred a landscape that'd fully take advantage of the simple, colorful beauty pixel art can bring, like Risk of Rain, Stardew Valley or Kingdom - New Lands have done !) but that's a minor thing, and the game looks very promising graphics and gameplay-wise as far as I'm concerned.

I'm a bit less enthusiastic about the story and game narrative. I mean, of course, it's not a plot-based game, and we're not playing stuff like Nuclear Throne or Enter the Gungeon for the dialogue, but I believe it's possible to achieve interesting and original storytelling with rogue-likes, even if it's just through a creative world-building (Nuclear Throne and Risk of Rain are two good examples here, but Binding of Isaac has shown us that you can shove deep and complex stories into really simple games - so everything is possible, really !). - Where I'm going there is that I feel like you're not really putting much effort into the narrative and world-building, and while it isn't -necessary- in this game genre, I think it could help bring your game to the next level and make it memorable.

Hope that was helpful !

P.S. : Are you ready for the Undertale puns, with a name like that ? :P

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Hello !

Your game's really good-looking in my opinion, the pixel art looks super fluid, bright and colorful ! I really love the way the characters look and the sword attack animation.
Maybe the house and mountains in the first picture feel a little sub-par for me (possibly because you're going for something a more detailed, and closer to drawn art for the mountains, which kinda feels out of context for me - I would've preferred a landscape that'd fully take advantage of the simple, colorful beauty pixel art can bring, like Risk of Rain, Stardew Valley or Kingdom - New Lands have done !) but that's a minor thing, and the game looks very promising graphics and gameplay-wise as far as I'm concerned.

I'm a bit less enthusiastic about the story and game narrative. I mean, of course, it's not a plot-based game, and we're not playing stuff like Nuclear Throne or Enter the Gungeon for the dialogue, but I believe it's possible to achieve interesting and original storytelling with rogue-likes, even if it's just through a creative world-building (Nuclear Throne and Risk of Rain are two good examples here, but Binding of Isaac has shown us that you can shove deep and complex stories into really simple games - so everything is possible, really !). - Where I'm going there is that I feel like you're not really putting much effort into the narrative and world-building, and while it isn't -necessary- in this game genre, I think it could help bring your game to the next level and make it memorable.

Hope that was helpful !

P.S. : Are you ready for the Undertale puns, with a name like that ? :P

Hello L.C Nohansen!
We are glad you like the art style! We appreciate your feedback as we want to craft a great experience in this game. About the storytelling, so far we have just talked about a general idea of it. We will reveal more details about the story in the near future as we make more progress with the game. You are right, even though this is a roguelike the story can make it way more appealing and interesting overall so worry not, we will post more about it soon!
About the Undertale part, it is quite a big coincidence actually, we began posting about Asfore a long time ago when it was just a concept back in 2014(even had a small demo with a whole different art style). We have some old content from early 2014 on twitter under the #Asfore hashtag. But yeah, it was quite funny to see a similar name in such a great game so I suppose puns are inevitable at this point! :lol:
Thanks a lot for the feedback ! It will help us to make the game better !

P.S : We just read your email so we will get back to you soon and reply you personally!

Dungeons of Asfore Update 1: Basic movements

Last time, we published an article announcing our roguelike game currently in development “Dungeons of Asfore”. We talked about the general aspects of the game, without detailing much about the story or the gameplay. On this article/post we will talk about some of the things we have been covering this week.
This week we have been very busy with the code architecture and designing. Gladly, we were able to program some things that are worth showing.
Dungeons of Asfore is a roguelike where the combat is pretty dynamic and fluid. We are currently testing which attack fits better for the main character and settling physic values. In the game, you will have access to skills and different movements, but you will also have a regular attack that will look like this.

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Other directions and combinations can be appreciated in the video below the article.
You will explore each dungeon moving freely through the place. You can have a look of the basic movement animation here.

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Now, you cannot get far in the game by just attacking blindly, as your opponents will be pretty strong. You will be able to roll to safety an evade the incoming dangers. This adds more possibilities in battle and in the game navigation.

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Together, this simple actions will create a fluid combat and, in addition to the skills, will serve you to fight strong enemies.

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At the moment, we are testing everything inside a small dungeon room but expect different rooms and places soon!
We will show how everything gets together in combat in the future. In the meantime, we will continue developing Dungeons of Asfore. Your feedback is important so, as always, feel free to comment or send us a private message!

Contact us

Somber Pixel: @SomberPixel
Adolfo:@adolfojo777

Dungeons of Asfore Update 2: First enemy design

This week we have been designing different types of enemies with behaviors that invite the player to test different strategies and skills. This is in fact a challenge as we have to think about many variables that play an important role in combat.
We managed to design different enemies in pen and paper that will come to life in pixel art style in the future. At the moment, we needed a simple enemy to test the main mechanics of combat and other aspects of the game such as pathfinding and general AI behaviors. The result of our first enemy that we will use to test our main mechanics is a bloody skeleton that looks like this.

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We tested some basic behaviors such as pathfinding so we created a walking animation for our first enemy. The idea is to polish our animations as we test them in our prototypes.

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The player will have different abilities and skills to fight the dangers of the challenging dungeons. However, enemies will also have amazing strength and their attacks are vicious.
Also, we do not like enemies to be static while there is no movement so we did this idle animation for our skeleton.

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As we previously stated, at the moment we are focusing on implementing the base systems of the videogame so we cannot show a full and dynamic combat until we are done with some internal aspects. But we think that sharing our base designs and progress with you generates feedback that help us make Dungeons of Asfore better.

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We thank your constant feedback through private messages and other channels! We may not always reply instantly but we guarantee we will get back to you and reply soon! Your feedback is always taken into consideration as we develop Dungeons of Asfore.

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Contact us

Somber Pixel: @SomberPixel
Adolfo:@adolfojo777

Dungeons of Asfore Update 3: Skills designs and main character

This week we were able to program some AI behaviours that we will use throughout the game and planning more of our system’s design.
In addition, we were able to design some of the skills that will be usable by the main character in the game. Now, we will not specify how the skill’s development works in the game but we wanted to show some designs of the skills.
First, a strong sword skill where you strongly pierce through your deadly enemies with your sword. This skill will be used in many situations and is designed in base of the type of enemies that will attack.

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As for the magic aspect, we added a skill where you can throw fireballs in the desired direction. This skill allows the player to face the dangers in a different way where you do not have to expose yourself too much by getting close and attacking with your sword.

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We have designed skills that will play well together in order to achieve useful combinations of attacks. In the near future, you will be able to see how the implementation of those works.
On a side note, we were playing with the main character´s design. We thought that it would be nice to add some gear to his design. It is not a big change but we would love to have your feedback, which design would you choose for the main character? We know it is just a cosmetic change but we think that new design fits more with the general dungeons crawling aspect and settling of the game.

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At the moment, we will focus on finishing more AI behaviors to show you soon. Also, we want plan to show some of Dungeons of Asfore’s user interface in the near future, so stay in tune for more updates!

Contact us

Somber Pixel: @SomberPixel

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Dungeons of Asfore Update 4:
Enemy designs #2

This week while implementing the main user interfaces of the game we also made some progress in the enemy designs.
Do you remember this monsters from a previous article?

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Now it has some company! A deadly pig-like creature who shares the same objective as the bloody skeleton: To make your adventures in the dungeon way more complicated and dangerous than they already are!

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This enemy will have its own behaviors and will jump to devour you.

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This new enemy has a superior movement speed compared to the skeleton so it can be a problem when encountering many of this enemies. Get rid of these quickly!

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We also draw an animation where the enemy receives some damage, we will use it wisely as the game has to be fluid and some enemy actions may not bet nceled by an attack.

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Even though it will also have simple behaviors, we plan to implement different types of enemies that will combine perfectly with each other. Expect to see some videos in the future where various enemy types join their forces to destroy you.
As for the user interface, we are currently implementing it and will show it soon. We spent some time making some tests with different designs and sizes and we finally got one we really liked and fits perfectly with the game general design. Also, we plan to reveal soon how the inventory system works as well as the equipment, character progression and more.
As always, don’t forget to send us your feedback via comments or private message to help us make Dungeons of Asfore a great experience!

Contact us

Somber Pixel: @SomberPixel

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