Legend of the Dungeon Crawler

by Gabriela Montemor

    Procgen Zeldalike dungeon & puzzles, with Soulslike combat.

    The game is about an explorer/bounty-hunter that goes into dangerous questsinside ancient temples and haunted ruins searching for treasure (and maybe something more).

    It will feature a replayable mission-based system similar to Warframe, where you the player departs from a hub world to explore dungeons and could find NPCs on these quests that need help or rescue. If the player manages to provide what they ask and survive to get back to the hub, they will find these new friends established there.
    These unlocked NPCs  will ask you to go on new adventures for them, looking for items, rescuing people or defeating monsters and advancing on their questlines will unlock new dungeon tilesets, with new themes, mechanics, enemies and items.

    It's intended to emulate the traditional (pre-BotW) 3D Zelda experience regarding dungeons and puzzles, but with a slightly more demanding stamina-based combat aka: soulslike.

    The differential is the procedurally generated configuration of dungeons, monsters, items and "gimmicks" you can encounter.                

    Dungeons behave like a big puzzle the player has to solve in order to progress, with macro-puzzle pieces being the overall progression (ex: access to areas) and the moment-to-moment navigation and combat being each a micro piece of the bigger puzzles.  Encounters vary between explicit combat, where enemies directly challenge the player in their  knowledge of melee, ranged and itemmechanics, and bigger puzzle-bosses where the whole arena and its props or inhabitants need to be used to win.         

    Equipment in this game doesn't go through a linear power progression where an end game piece is objectively better than one you start with. Instead, they change your timings, animations, behavior and DPS to better fit different playstyles (ex: daggers being fast but having less reach, while great weapons deal more damage but weight more).  Enemies can also spawn the same equipment the player uses, with the same mechanics and even gimmicks, making each encounter unique.

    Gimmicks are special effects and attributes items can spawn with, ranging from simple life-stealing and elementals to more complex behaviors like automatically countering attacks from behind or never missing an aerial shot. 
    Any item generated could could come with any gimmick in the game, but some items have a slightier higher chance of having specific ones (Signature Gimmicks) like Spiked Shields commonly spawning with a reflect-damage gimmick.   Gimmicks' effects are never explicitly told in the item description the first time you encounter them, but can be identified by an NPC back at the hub if you manage to get back.

    Through the generated  dungeons, players will encounter sets of themes that align the puzzles and challenges within certain tilesets (a dungeon entirely based on using moonlight to reveal illusions or with enemies that die and revive based on certain interactions), but each run will shuffle encounters, items, puzzles, solutions and rewards around to create a replayable experience that encourages exploration, experimentation with different items and playstyles, as well as farming for specific items and/or specific gimmicks.

    My part

    I'm currently doing all the coding and art for the game, but I need help with 3D animations and sound design in general.

    Game is being done in Unity and is almost up for a playable demo. Development is halted while I devise art direction and branding.

    Please check my itch.io page for mor details:

    (Expected) Revenue

    Best case scenario would be to publish on Steam or Itch.io for a few dollars.

    I do intend to start a crowdfunding later on to pay for freelance work and/or salary for any team members, but that would need the project art direction and branding to be a little bit more advanced, as well as having a playable build to give supporters a taste of the final game.

    Not exactly a comercial project.

    Risks & challenges

    Being a mostly non-profit project, I expect it to be a portfolio piece for me as starting developer, as well as learning experience.

    Any revenue it generates is already beyond initial expectations.
      • Animator

      • 4-8 h.p.w
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      Function description

      Character 3D Animator.


      Rigging & Animation. (The Requirements field must be at least 15 characters in length.)


      Revenue Share.
      • Sound Designer

      • 4-8 h.p.w
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      Function description

      General SFX & Soundtrack.


      The Requirements field must be at least 15 characters in length.


      Revenue Share.
      • Stylized Character Sculpter

      • 4-8 h.p.w
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      Function description

      Will work together with me as I create low poly meshes as bases and they sculpt them up to a more refined, detailed state.


      Experience in stylized character sculpting


      Revenue Share.

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  • Starting: Apr 21, 2019
  • Expires in: 52 days
Teamup by

Gabriela Montemor

  • action
  • adventure
  • zelda
  • warframe
  • procedural
  • darksouls
  • puzzle
  • dungeon
status: available
1 requests
Sound Designer
status: available
8 requests
Stylized Character Sculpter
status: available
0 requests