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Infinity Dungeon

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Game built with ❤️ for the Phaser Jam 2020.


📣 Last Update - January 19th 2021

The game is in active development and has evolved a lot!

Join us on Discord to discover and test the latest Pre-Alpha version:


👉 discord.gg/CBby6Tnbjb


Mission

Clean up the Infinity Dungeon before running out of food!


Moves & Attacks

Use arrow keys to control your Hero. To attack a monster, you only need to move towards him and your Hero will attack it.

You can shoot arrows using the R key or by clicking on the arrows button. 

You can also use bomb with the T key or by clicking on the bomb button to destroy destructible walls that enclose rare items.

Be careful, you only have 4 arrows and 1 bomb at the beginning of your journey. You might find arrows and bombs on the road.

There are two kinds of attacks, piercing attacks and classic (hand-to-hand) attacks. Enemy or Hero defense and dodge have no effect against piercing attack.

Piercing attacks are distance attacks, attacks using bomb and spell attacks.


Food

For each single action your hero consumes one unit of food. If you run out of food, your hero will lose one life point per action. Unless you find more food your hero will die and the game will end.

An action could be moving, attacking an enemy, shooting an arrow, etc.


Spells

Each hero class has 3 kind of spells (from left to right in the HUD):

  • Base: you can activate it's effect by pressing E after doing the number of actions needed to unlock it.
  • Passive: it's effect is automatically triggered
  • Ultimate: you can activate it's effect by pressing Q after doing the number of actions needed to unlock it.


Item

When you pick up an item, it is added to your inventory. Some items can be used by clicking on them or by using your numeric pad, from 1 to 5. Others have effects which will last for the entire game.


Gold

Gold help you to buy items from merchants you might meet along the way.


What's next ?

I plan to update the game regularly (new updates infos will be posted below) according to the communities review. So don't hesitate to drop me a review or a DM. Thanks !


Last updates


version 0.8.0alpha | 09-01-2020


Gameplay

  • Game duration has been decreased => Enemies appear earlier in the game
  • 3 new ennemies
  • improve actors attack movements
  • (Warrior) Hardened Scales spell prevent and recover from poison, burn and freeze
  • (Elf) Frost Arrow spell from cost from 70 to 80 actions (cool down)

Features

  • add music and sound effect management
  • add i18n
  • spells buttons in the menu are now clickable, containing related spell information
  • add keyboard shortcuts

Improvements

  • redesign HUD and modals
  • replace game font and logo
  • preload UI pictures

Bug Fixes

  • gray filters on buttons didn't work in embedded app
  • warrior slash animation display error
  • prevent the user to click multiple times on the start button
  • prevent the user to zoom accidentally on mobile


version 0.7.0alpha | 07-06-2020


Merchant bag menu

  • redesign
  • prevent the player to buy 2 times bag, weapon or armor


HUD

  • redesign
  • improve keyboard shortcut


Gameplay

  • remove scroll teleport
  • blue potion is now an antidote and can unfreeze
  • prevent to loot antidote before floor 6
  • if frozen the hero cannot use swap nor grapple
  • load a new map sequence after a game over
  • prevent merchant to appear in secret area
  • reduce max coins amount provided by chests
  • actors appear less close to the hero at the new level creation
  • increase magician spell teleport cool down


Bug fix

  • prevent hero to pick item when frozen


version 0.6.0alpha | 07-14-2020

  • new armors for each hero
  • apples are no longer purchasable
  • weapons can be purchased a bit earlier


version 0.5.0alpha | 07-06-2020

new items !

  • rare chest that give randomly coins, items, and rare items
  • common chest provide coins randomly
  • grapple : go to the next level
  • scroll fire : inflicts 5 damages to surrounded hero cells
  • scroll ice : definitely freeze an enemy
  • scroll swap : swap hero and a selected enemy around the hero
  • scroll teleport : move the hero randomly in the level except in secret areas (closes walls)

enemies

  • appearance factor and loots adjustments

hero spells improvements!

  • wizard : lightning needs more cooldown but targets all enemies on the screen; blink is cheaper.
  • elf : burn arrow is cheaper; frost arrow is more expensive.

bug fixes

  • remove semicolon that were displayed above the game window.
  • credits text encoding issue in HUD


version 0.4.0alpha | 05-10-2020

  • 2 more enemies: Gold Kenny (steals money); Ice enemy (freezes hero)
  • 2 more items: dark potion (reach mana max for all spells); force bracelet: (legendary item, +2 attack)
  • visual improvements: stabbing weapon skins for each hero class; no more armor sprites in game, only in the HUD; regeneration spell HUD image
  • gameplay: reduce elf Frost Arrow spell duration, from 5 to 3; reduce warrior Harden Scale, from 30 to 20; food countdown on game over is more faster
  • fix bugs: keyboard keys captures; spells position in the menu for some browsers


version 0.3.0alpha | 05-01-2020

  • add 3 spells (passive, base, ultimate) for each hero classes
  • improve game ui performances
  • improve gameplay
  • prevent enemies to be close to the hero when discovering a new level
  • fix sounds issues
  • other bug fixes


version 0.2.1alpha | 03-25-2020

  • prevent the hero to miss an enemy more than two times in a row (except for a specific enemy)
  • rare items should not be sold from the merchant at the beginning of the game, allowing to buy cheaper and necessary items like apples, beefs and potions.
  • merchant doesn't appear at the floor #0.
  • stairs won't be appear behind a pillar to reduce frustration of not finding it at the first glance.
  • get 20% of stabbing weapon / armor price in gold when you walk on a item you have already equipped
  • add weapons at the top of the HUD
  • other bug fixes


version 0.2.0alpha | 03-22-2020

  • Rework completely the HUD to have a better render, more accessible and flexible for the future.
  • add enemies kill counter at the top of the HUD.


version 0.1.1alpha | 02-23-2020

  • hero starts with 250 food (previously 200)
  • merchant appears every 5 floors on average (previously 1 floor / 6)
  • gold armor and blue potion prices are reduced
  • enemies idle animation at the beginning of each new floor
  • some bug fixes


Work in progress

version 0.9.0a

  • user on-boarding


Future major releases


version 0.10.0a

  • account & ladder


version 0.11.0a

  • 2 additional hero classes!
  • plenty of additional maps
  • last gameplay adjustments


version 0.11.0a

  • compatibility with a major platform / store


Beta version.

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Pretty neat dungeon crawler! At the moment, this game feels like it has a good core to it and would be great with some updates to add both some pizazz and more unique gameplay mechanics to it. Some random food for thought:

I'd like it if the different characters had some different powers to use to let the player decide how they'd like to approach the game. I feel like the combat is a bit lacking at the moment: could be a bit better if there was some sound, as well as letting the sprites bump each other to signify the attack. I didn't like the introduction of the X mechanic, which I assume is missing attacks, on the later floors: that feels like a more annoying form of luck that the player can't deal with skillfully. I was actually surprised that the game doesn't let an enemy attack you when you walk up to it without being evenly spaced: not sure if that's a good thing to let the player relax more or if it's a bad thing since it lets the player be lazy and not strategize their spacing.

Right now, this game's like a good, tasty scoop of ice cream, and I want some sprinkles and whipped cream on it! Definitely looking forward to seeing this built up!

This game is a fun and addicting game.
I got to memorize what kind of enemy that takes 1 hit to kill and what kind of enemy that I should avoid fighting because it takes 3 hits to kill.
But the hunger system is what ruined the fun of game.
Either remove it or make it easier to find food. Because relying too much on RNG is not fun at all

It's a really addicting and fun concept of the game but it does need to be tweaked even more dospite current patches.
- Firstly food, either remove that feature or implemet food artifacts. We are constantly at the mercy of lvl & mob rng for food drops. I had many cases where I was doing well on weapons money and armor, but failed simly cause food didn't spawn for like 2 lvls in a row.
- Secodly weapon/armor/artifact drops, the lvls increase in difficulty but I had cases where armor and weapons even merchants didn't spawn in time for me to adapt to the changing difficulty. I believe all this can be solved either by making mobs spawn more artifact and food instead of 3gold. Or just make merchants spwn every 2 lvls and have each of 4 slots for 1 weapon, 1 artifact/armor, 1 food, 1arrows/bombs. That way we may sacrifice money if rng is unmerciful.
- Thirdly, the game is boring, currently it's just a grinder to see when you'll die it's addicting, but it's frustratijng and we need a sence of purpose in it. Maybe introduce quests for special loot, perhaps lvls may spawn challange gates for small heavy mob-heavy reward areas. Introduce scoreboard to show who went deepest. Achievments would be sweet. Maybe use Diablo mechanics where you do have endgame upon collecting some items and a final boss. Then The game would reset on hardcore mode when enemies deal 2x dmg. Simply put this is a game already, it just need to spiced up.

Good start to a game but needs quite a bit more but I'm glad you're continuing to update it.
Not a big rogue-like fan so can't give the best advice but was craving this style today so here I am.
Would be nice if music looped. breaks immersion when the song restarts. but music is a beautiful fit.
You have the different characters so hope to see a difference in future apart from appearance in the gameplay. Maybe you could even have it just a sprite change so wizards have fireballs and explosion spells instead of arrows and bombs and you pick up scrolls for corresponding spell.
Bigger random variation in rooms as after first 2 playthroughs I already can identify the room layout from entering the new room.

dlodz responds:

Thanks @Sarlak for your feedback and advices. The music loops and you are right for few seconds there is no music at all. It's a great point! I can fix it and also add several musics.
The difference between characters is coming. I like your idea about fireballs etc and plan to do something similar. That is not my top priority but changes will happen soon!
Random variation in rooms were improved but I didn't release it yet. It will come with other features quickly.

that was fun, but couldnt pass the first level lol

dlodz responds:

Ahah thanks for your review @NefariousPigs3. Did you attack monsters by going towards their direction ?