Relic Dungeon
A downloadable game for Windows, macOS, Linux, and Android
Buy Now$8.00 USD or more
Can you beat 100 floors in the ever-shifting Dungeon and find the Relic?
Long ago,
the gods sealed a sacred relic
deep within a shifting dungeon.
A place untouched by time,
warped by magic,
guarded by shadows.
They vanished,
but the relic remains.
Now, the world teeters
on the edge of chaos.
Only one who dares to enter
the ever-changing maze
may find the relic...
...and restore balance
to a dying world.
This is an actual NES game and can be played with an emulator like FCeux, Mesen etc...
Your goal is to conquer the dungeon and find the sacred Relic.
[Instruction booklet will follow]
Controls:
DPad - move player / cursor in menus
A-Button - Use equipped weapon / confirm in menus
B-Button - Use equipped item or magic / cancel in menus
Start-Button - Open menu
This game was made with NESFab
If you encounter bugs or problems, please let me know!
Published | 2 days ago |
Status | Released |
Platforms | Windows, macOS, Linux, Android |
Author | Libra Bits |
Genre | Role Playing |
Tags | Action RPG, arpg, Dungeon Crawler, Homebrew, NES (Nintendo Entertainment System), NES ROM, Retro, Roguelike, Roguelite |
Purchase
Buy Now$8.00 USD or more
In order to download this game you must purchase it at or above the minimum price of $8 USD. You will get access to the following files:
relic_dungeon.nes 512 kB
Download demo
Download
relic_dungeon_demo.nes 512 kB
Comments
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Hiya, really enjoyed this, thanks for making it! Consider the following comment to be a review, bug report and general feedback.
The overall game progression was satisfying and I was able to beat it after two failed runs. Enemy patterns growing more complex made for some fun room clears and at times taxed my Famicom to its limit with some glorious old school slowdown. The itemization was also fun and made checking chests for loot enjoyable. I would recommend this to any fan of Final Fantasy Adventure/Mana series, as well as people who enjoy the gameplay of old Zelda titles.
That said, I do feel the game's economy needs to be rebalanced because I effectively had unlimited quantities of consumables by the end of the game due to ending up with upwards of 6000 gold between finding shops, and Stat Potions can apparently spawn in shops which allowed me to buy my way to victory since they were only 100 each. At the very least I think the HP/MP potions should cost 500 and the Offensive/Defensive stat potions should cost 1000 to help avoid being able to trivially overpower the game via gold.
I also discovered a bug pertaining to stat potions: If you increase your MP to 99 via stat potions and then level up, it will exceed the 99 cap and display as garbage characters. It functions correctly at 100 MP and above but the UI may need to be changed for that.
In the realm of possibly not a bug but noticeable: At floors above 50 as the room generation began to produce floors with 5+ rooms I began to notice a tendency for many floors to have nothing in half of the rooms. Especially in cases where there were 7 or more rooms. I noticed this more and more as I descended past the 80s.
Additionally, I was playing on a CRT and noticed that the game screen might be better shifted downwards as the top of the screen was routinely cut off by my CRT's overscan while I had at least 8 vertical pixels worth of clearance the entire game on the bottom.
The last thing I feel I need to comment on is the collision detection where block tiles are concerned. There isn't quite enough leeway when aligning yourself and that can make fighting in the block mazes harder than it initially seems it should be. It's nothing you don't master after a few hours of play but it is noticeably tight positioning relative to what one might expect from other games.
To build on what you said if I can ...
I just finished the full game and found basically the same things. I kept notes as I was playing and wrote several similar thoughts:
I had a lot of fun with the game, I think it needs some tweaks to be really great. I really like the randomized floors, keeps it fresh. Great work!
Thank you very much for your feedback!
It's Incredibly valuable to get such detailed reports of the issues.
I will work hard to improve or fix the issues for Version 1.1
Thanks to both of you!
Happy to give feedback! Thanks again for making this game!
I have one more thing I forgot to mention before and that is that sometimes the map generation algorithm can put a staircase in a bridge maze room in the path of the way to the doors, meaning you can have a floor cut short. Also sometimes the map generation algorithm puts the stairs right in front of a vertical door and it can be easy to accidentally walk into it.
Noticed that as well and it can be annoying. Added to the list! Thank you!
Game is fun! Been playing on my NES with N8 Pro, no issues at all.
I'm on floor 43 and only encountered a shop once at floor 3 or so?? haha
Ok I've finally encountered the shop a 2nd time on floor 52! lol
Wow, that's unlucky. There is a chance for a shop every 4 floors.
Might add some fixed shops in certain floors
Finished my first run last night. I will say shops became a lot more common once I got past floor 70 or so.
Overall I had a lot of fun. I will echo the sentiment from other comments that some of the hitboxes are very tight when walking through pathways, and sometimes when attacking. Great initial release though and I look forward to v1.1!
This is really fun, thanks for making this!
I found a small bug in my playthrough. One of the blade traps got stuck in a small segment of the screen in one of the rooms with narrow pathways. It was trying to move up and it looked like it had room to do so, but it would only move up a pixel and then wait before moving in a different direction. It ended up only going back and forth over a two-tile area. Hopefully that makes sense.
Thank you very much!
I'll check on that blade trap bug. I think I know what you mean.
I found a related bug just now while playing on the floors in the 30s: Sometimes the blade traps will spawn in walls and can then warp themselves out of bounds if they try to move into an adjacent wall tile.
Thanks for reporting! that's an easy fix!
Working on an updated version!
Any chance to have a demo ROM so we can review it for BrewOtaku #9?
Yeah, I'll send you one soon.
To which E-Mail should I send it?
Please, also send me demo of this game at email: tomislav.bav@gmail.com
Im big lover of retro entertainment, so feel free to make me happy
Best regards,
Tomislav from Croatia
Hi, I uploaded a free demo of the game which contains the first 20 floors. Full game has 100 floors.
Enjoy! :)
Many thanks, its glad to share nice words with you.
Best regards,
Tomislav
find our e-mail at brewotaku.com - thanks :) certainly we keep everything 100% confidential