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My almost 3 year long ActionRPG project, Malandanti is in a pre-alpha testing phase. This is the first time I'm showing it off anywhere.

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Hi everyone!

I've never posted here before, but now I'm close to finishing my current 3 year project of a 2D action RPG game involving a group of witches fighting to build their coven and survive.

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You start with just one witch and have to free the others while fighting through dungeons and swamps filled with many different types of enemies that have procedurally generated strengths and weaknesses every time.

You collect also procedurally generated items that have power in one or more of six magic schools to equip your witch properly for the next fight. If you don't collect information on a dungeon before you embark on the quest, you can end up kitting your witch with the wrong equipment and being very weak against the enemies in the dungeon.

Currently there are over 300 spells in the game that damage, buff, debuff, transform, or summon entities from all six magical realms both for the enemies and the player.

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The procedural dungeon runs themselves are very fast paced with flashy abilities and enemies able to utilise all the 300+ spells in an efficient manner.

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The aim of the game is to be a highly technical min-maxing experience, with the player spending even more time researching dungeon properties, item abilities and stats, crafting spells, runes and potions, and selecting the best Sister for the task than actually doing the dungeon run.

By spending resources efficiently you can collect more information on the future dungeons and the exact dangers and rewards you can receive, so you can make the best decisions on which dungeon run to do and what to avoid.

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The crafting system is also procedural, as the same spells have different crafting requirements in every playthrough, to make sure the player can't memorise recipes.

Potions are also created by the game seperately for every playthrough and contain one or more spell effects in a limited use form, also having their own crafting recipes that can be found as loot dropped by enemies or from chests.

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The game is high score focused, and the final boss of the game is also a procedurally generated powerful entity that you can spy on and decide when is the right time to strike. It evolves in a preset direction every time you do a dungeon run, so at the end you need to follow its path keenly and maybe even take dungeons you wouldn't otherwise want to so you can get a favorable evolution on the boss to attack it.

I am currently in an alpha testing phase and would like to release early next year. From now on I will have continued updates happening on my blog as the game is developed.

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