I am overburdened is a small "arcadey" rogue-like with a fun twist to the tried and true classical formula. The player takes the role of an artifact hunter, who has a surprisingly large carrying capacity, embarking on a quest to search through dungeon after dungeon for mystical artifacts and answers, in a world where magic has long been forgotten...

Features:

  • Turn based rogue-like with perma-death.
  • Run focused campaign, playable in short bursts.
  • Huge inventory (20 slots) with a great number of artifacts to find (100+).
  • Carefully crafted RPG system with complex customization possibilities due to the sheer number of inventory slots, but no leveling!
  • Semi-procedurally generated dungeons using hand authored layouts.
  • A funny story, packed with vicious evils, puns and jokes.
  • Hall of fame for remembering your best playthroughs.
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Hello everyone!

Tiny post with lot of pics this time. Last week I worked on the original sprites of the game and progressed steadily. Far from finished with every piece but a huge portion is done!

Missing pieces

In the last log I showcased the tile graphics, but one final adjustment was missing back then. All the tile-sets shared a single stair sprite which wasn't fitting well, so I made a separate sprite for each one.


Entity sprites

The next stop was entities. I started out with defining clear goals for the looks and creating a palette serving these goals. The idea was to select contrasting, vivid colors to make entities pop from the environment and on contrary to the looks of the dungeons make them lively (browns and yellows are still pretty strong still :D )!


Not yet finalized!


Player

I really liked the design I came up with before for the player character so I reused my concept which was a failed attempt at the box art of the game. Two sprite states exists, since in the planned "story" scenes the player will have his sword in its scabbard.


Chests

The first apparent visual choice here are the light borders. I decided to add a colored one to every interactive entity type, so the player can not miss which tiles poses a threat and which ones provide bonuses. I made four chests with various costs/functions but I'm keeping the last one as a secret for the final version ;) .


Pickups

Pickups come in many flavors. Permanent attribute bonuses (Meat = +Strength, Frying pan = +Armor, Carrot = +Vitality, Coffee = +Speed, Clover = +Luck), gold, potions, random items etc... Here are a few:



Monsters

I settled on a style after a few tries where the monsters are pictured from the same angle as the player. I plan to have around 15-20 unique monsters and a boss, which will provide a good variety for the 30 dungeon levels. They were divided into four groups based on the story when designing the looks: were/giant animals, goblinoids, undead and the allies of the boss. Almost all of them is ready (currently at 16).



Some screenshots from the current version of the game:

This week will be spent on completing the missing sprites (e.g.: items, some monsters) and overall visual improvements and polish, so I'm guessing the next entry will be similar. A kind-of "news" is my plans for an alpha demo. Before I complete and release the game I really want to do a open build (which will become the demo later) to gather feedback. I think wrapping this version up sometime next week is perfectly viable, so by the end of this week I'll post a finished plan for this too.

Thanks for reading.
Take care.

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I am overburdened
Platforms
Windows
Creator
Spidi777
Engine
XNA
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Style
Genre
Roguelike
Theme
Fantasy
Players
Single Player
Project
Indie
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