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You know the feeling, you just got home from another grueling day at the office, or you're stuck at the airport for yet another layover, or maybe you just got dumped again! You just want to relax and enjoy yourself for a change. What you need is some serious deep dungeon delving. But you don't have time for memorizing complex skill trees, crafting charts, or upgrade scales. That's not to mention sitting through ceaseless cut scenes, endless dialogue trees, or boring tutorials. No worries! Instant Dungeon has got you covered! Just choose from one of the six unique flavors, press go, and presto! Instant dungeon will instantly create a new dungeon just for you! Complete with glittering treasures, vicious monsters, brutal boss battles, wild power ups and most importantly fun, Fun, FUN!

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A quick introduction to Instant Dungeon! the first release from with the love studios, a collaboration between myself, Scott Matott, and Voytek Falendysz.

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Howdy folks!
Just wanted to give you a quick introduction to Instant Dungeon!

Instant Dungeon! is the first release from with the love studios, a collaboration between myself, Scott Matott, and Voytek Falendysz. I handled the programming, Voytek brought the beats and we worked together on the game design and pixel-art.

Instant Dungeon! mixes dungeon exploration with arcade action in the vein of the classic maze games from the 80s (eg. Pacman, et. al.). Each level starts with player inside a safe spot along the outer wall of the dungeon. The goal is to collect as much treasure as possible, find the key and exit to the next level. In the player's way are various monsters that stalk the dungeon halls. Both offensive and defensive power-ups (throwing knife, shield, various spells, etc.) can be found to help the player out, but the player can only carry one power-up at a time and all power-ups are strictly one-time use, so they must be collected and used with the utmost care. Every five levels, the player enters a boss stage, which contains more treasures, but also added danger in the form of one of three unique boss monsters. As the player progresses through the levels, the dungeons get bigger, darker and more monster filled, but the power ups and treasures also increase in value and number.

The dungeons are procedurally generated and the monsters, keys, treasures, and exits are all randomly placed. As well, touching any monster is an instant game over, so I believe that in the modern parlance, the game could be called a Procedural Death Labyrinth (http://www.proceduraldeathlabyrinth.com) or a Rogue-LITE, although it trades the character development and leveling of games like Spelunky, for more immediate arcade flavored thrills.

Of course, this just describes the base 'Action Recipe' flavor, there are six game flavors in all, but more about them later, for now that's all, and hope I got you excited for the game's impending release!

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