TestFungeon is a Roguelike and Risk of Rain inspired Dungeon Crawler featuring perma-death, ARPG styled gameplay, and a generation system that produces a randomized yet persistent environment. Supporting it are a wide variety of other systems. I'll try to talk about a few of these in a really unengaging manner.
But before I bore you to death, here's some gameplay videos.
In TestFungeon, heroes start with identical base attributes. Attributes are further assigned with the Stat Allocator. While most players will be tempted to specialize only into their main stat, they may find that there may be good reasons to invest into offstats.
The most important thing to note in combat is that players have no HP/MP regeneration in TestFungeon and potions aren't just "HP and MP batteries" that recover their entire worth instantly. In exchange, abilities are balanced around not having any cooldowns at all. This means the ability to extensively use your abilities is directly tied to the size of your mana pool and management of mana expenditure becomes much more important due to a lack of passive recovery.
Items in TestFungeon have a merging system that allow for certain identical items to stack and provide more benefit while taking no additional inventory space. This allows some common items to be worth hanging onto in favor of other rare equipment.
Merging in action.
The Satchel is a specialized inventory system providing not only 6 slots for general item storage, but storage for consumable items within the ability bar. You can directly use these consumable items from within the satchel when they are stored in the ability bar. You can also pick up items directly with the satchel and put items into the satchel from your hero.
Example image showcasing a fully loaded satchel. Note the ability bar holding potions and being filled to the brim with assorted consumables.
No ARPG would be complete without loot. One of the things you can find are wisps. Wisps are essentially power-ups and come in a myriad of flavors. You can bottle them for later use, sending them right to your satchel's ability bar. Some equipment in Fungeon also does not merely confer simple stats. Sometimes you'll even find items that won't give any stats at all. There are items with significant passive and active effects that can be found.
Here are a few interesting examples that you can find.
Along the way you may encounter things more noteworthy than usual.
The first of these things is elite mobs. Usually elite mobs are only a mob that require more effort to kill but sometimes you may want to stop and plan on how to best deal with the situation lest you suffer the consequences in an ill-prepared manner.
Another is shrines. Shrines are scattered throughout the map and their effect is only revealed when activated. After which, a random effect will immediately occur for better or for worse.
Gold wouldn't be useful without merchants. Merchants are also scattered throughout the map and have their own randomly generated wares for sale. You may find something that comes in handy and offload your excess equipment for some gold at merchants.
There may be more encounter types as the map is updated. Currently there are 4 encounter types.
We are actually in dire need for feedback and playtester support. Any opinion and comment that you have helps us immensely. Please bother us, by all means.
Steam profile of the developer
Steam profile of the (shitty) threadwriter
DOWNLOAD DISCLAIMER : TestFungeon is indevelopment hell early alpha and we are in dire need of feedback. A good number of bugs were fixed but we barely have anybody for testing so we might have missed something. Debug messages will flood your screen. The map currently only has 83 equippable items, 12 heroes, and 4 completed zones.
~~TUTORIAL VIDEO~~
But before I bore you to death, here's some gameplay videos.
STATS
COMBAT
INVENTORY
Merging in action.
SATCHEL
Example image showcasing a fully loaded satchel. Note the ability bar holding potions and being filled to the brim with assorted consumables.
ITEMS
Here are a few interesting examples that you can find.
ENCOUNTERS
The first of these things is elite mobs. Usually elite mobs are only a mob that require more effort to kill but sometimes you may want to stop and plan on how to best deal with the situation lest you suffer the consequences in an ill-prepared manner.
Another is shrines. Shrines are scattered throughout the map and their effect is only revealed when activated. After which, a random effect will immediately occur for better or for worse.
Gold wouldn't be useful without merchants. Merchants are also scattered throughout the map and have their own randomly generated wares for sale. You may find something that comes in handy and offload your excess equipment for some gold at merchants.
There may be more encounter types as the map is updated. Currently there are 4 encounter types.
We are actually in dire need for feedback and playtester support. Any opinion and comment that you have helps us immensely. Please bother us, by all means.
Steam profile of the developer
Steam profile of the (shitty) threadwriter
DOWNLOAD DISCLAIMER : TestFungeon is in
~~TUTORIAL VIDEO~~
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