Under the Shrine of Death
A downloadable game
A roguelike dungeon crawler for the Sega Mega Drive.
The game is turned based.
Every turn you have 4 action points (AP)
Moving, Attacking, Picking Up Items, Equip, Throw, Drop, Placing Traps cost one AP.
Up and Down to move.
Left and Right to turn (Does not cost AP)
Controls
Outside Menu
D-Pad -> Move / Turn
A -> Environment Actions Menu. (Attack Enemies in front of you, Checking items on the Ground, Close Traps in front of you, Open / Close doors in front of you)
B -> Main Actions Menu. (End your Turn, Charge, Run, Equipment, Cast Spells etc)
C -> Inventory
START -> Map. (D-pad to move the Map and Start to return.)
Inside Menu
D-Pad -> Navigate.
A -> Confirm / Select
B -> Cancel / Exit Menu
Made with
The game was made with SGDK, Stable Diffusion through InvokeAI, Furnace and Aseprite.
It is loosely based on the Basic Fantasy RPG.
Jam Version
The jam version was created in the period of 4 weeks for the Retro Platform Jam #6.
It is here for archiving reasons, and it is not recommended.
Status | Released |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | kakoeimon |
Genre | Role Playing |
Tags | Dungeon Crawler, Mega Drive, Roguelike, Sega Genesis |
Download
Development log
- Probably the last update.43 days ago
- AGAIN?45 days ago
- Under the Shrine of Death - 10/8/24 update45 days ago
- Under the Shrine of Death a small SRAM bug fix after the major update!52 days ago
- Under the Shrine of Death - Major Update 9/30/202453 days ago
- A minor update for Under the Shrine of DeathNov 03, 2023
- Under the Shrine of Death 6_13 - Beta CallJun 13, 2023
- Under the Shrine of Death -Cleric- 5_29May 29, 2023
Comments
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An interesting dungeon RPG for the Mega Drive. I also added it to my new "Gameplay of New Mega Drive/Genesis Games from October 2023 to 2024" video along with all the other newly released Mega Drive/Genesis games.
Thank you very much.
Hi. Is there classes?, can you make a party or it´s just one character?, Do you have a weapon list?
Hi.
The game is loosely based on the BFRPG.
There is no party.
It contains all 4 classes: Fighter, Cleric, Mage and Thief, but not races and genders.
All the tables like Level, AC etc are from the rules, except the Hide skill of the Thief which is always a success here.
The rules from the table-top are converted from 10' movement to one tile and those are the action points (AP) + 1 (for the attacks).
The weapon list can be found there too, but not all weapons used.
The main character is boosted as he can use all his AP to attack.
I also added unique potions around the dungeon to fill the gap with no party.
Each dungeon level is following the rules of the table-top to make a random dungeon. e.g. the 6th dungeon level is like a random dungeon for a 6 level party.
Several rules were not used, for example, there is no engagement, and everyone moves and attacks like they have charge skill.
There are also some more things added by me that are not in the rulebook.
For example, there are many potions scattered around the dungeon that do the job of all the classes. Like the Attack Potion that will boost your Attack Bonus, Heal potion, Poison potion, Paralysis potion, Power Potion etc.
There is also an extra rule for the potion where you can throw them to a monster and have the opposite effect. For example, if you throw successful the health potion on a Monster it will take damage, the Armor potion will lower his Armor Class (AC).
I want one day to sit down and write a manual (rule book) for this game, but I haven't done so till now.
For the time being, you can download the BFRPG rule book and do the conversion as explained earlier.
I am a solo dev without even testers (I am the main and only tester), so any feedback is very valuable to me.
Thanks for the interest, I wish to hear back from you.
Do you have the Rapier in the game weapon list inventory? , Can I use the dual weild? (Rapier + dagger). Regards!
No Rapier and no dual wield.
The BFRPG is a retro clone (a clone of the Original D&D).
Oh well, : -/
still checking this game out so not much experience playing it yet but please keep building this dungeon crawler and make it huge and into something awesome. i bet there are other developers who would much like to join you on this project. animation, sound fx, lots and lots and lots of characters and a booklet with the game. i like the little map display you made below, very nice and the map when you pause the game that can be moved around. this could use music select options when pausing the game, adding as many music tracks as possible to switch to, thats always a nice feature. adding slight up/down vertical angles just for dungeon style will give the game some nice character too, along with some wall animations at times here an there. i like the lyout of the hud. shitty game title font though 🙄
Hi. Thank you for your comment and interest.
The game have 9 dungeon floors, 23 enemies including the final boss.
In the last floor, the game uses all of Mega Drive's RAM memory.
VDP (video memory) is fully used if you play as a mage, and in extreme cases some graphics may not be displayed. (By the way, I haven't encountered this, but I know that it is possible).
Also, enemy animations and wall animations will require a complete rewrite.
I never thought of the camera angle, but the way I made the textures it will require too much work just to test one different angle. The whole representation of the dungeon was made by analysing the way Eye of the Beholder is displayed in the Sega Cd version.
There are 7 music tracks, only two are repeated (the first one), I haven't though of track select option, to tell you the truth as I believed that music tracks and textures as something like the id of each floor.
The game uses the rules of the Basic Fantasy RPG : https://www.basicfantasy.org/
If you download their booklet then you have the stats of all the enemies, weapons and classes (I used only humans and the thief have no sneak and is name rogue) used in this game. You also have the logic of how the dungeon floors are populated, all the weapons.
The game got a little bit of reputation because the first version was made during a month for a game jam, I worked over the game for plus two more months and I added all the classes more classes, at first there was only the fighter. I added more items and implemented anything I was able from the rule book.
For some reason, everybody is waiting for this game to be finished or expanded to try it, when in fact there is very little space available to do so.
Aaa I almost forgot, the shitty game title font is my handwriting, well, you will have to get used to it, I am kidding of course.
Thanks again.
i type in the search bar sega genesis or mega drive or even under the shrine and this game doesnt show up in itch search results. people arent seeing some games when they look up key words. fortunately for me i already know this full game title.
Thank you for mentioning this problem.
I probably sabotaged this game as I had the status in development.
The operation of the A/B/C buttons was very complicated for me. It would be nice if the depth of the menu was increased by one so that the first one corresponds to the A/C selection.
Please take my opinion as an amateur's.
Thanks for the comment and for playing.
I know that the controls are quite unique, but I believe it is for the better.
Long answer, but those were my thoughts when I was making the controls.
I tried to keep the depth of the menus as minimal as possible.
My priorities were that, interacting with the environment and accessing the inventory must be done with the less possible button presses.
So with that in mind, A became the interaction with the environment, B the Main Actions menu and C the Inventory.
Also, A is the confirm/select button in the Menus and B the cancel Button.
With those controls, there is no menu when you are searching for traps or secret doors (secret doors are not implemented yet).
You just press A and if there is no trap or items on the ground or an enemy in front of you or a door or a secret door, nothing will happen. No menu, no message etc.
This makes the gameplay much faster.
The Inventory cannot be accessed and from the Main Actions menu, cause this is the wrong (slow) way to pay.
For example, ending your turn is very important in this game, cause for example when you are approaching a new room or when your move may reveal new tiles of a room, the possibility of revealing a new enemy is very high. The best strategy is to walk slowly and have as much possible Action Points when a new enemy is revealed.
To walk slowly, you just do not spend all your AP (you end your turn). Move one block and then end your turn. So moving slow became UP -> B -> A.
Underneath the "End your Turn" are important actions that may exist or not exist in the menu. For example "Charge". If you can "Charge" then the option to Charge is there, if not the option is not. Putting this as a second option helps the eye to identify changes.
Last options to the Menus is the Special category of any character (Fighter does not have a special category). Cleric and Mage have Cast Spell, Thief will have his Sneak.
So the Special Category can be accessed very fast. B->UP->A and you are in the Spell List.
When you understand the controls, the gameplay becomes very fast, even for a turn based game.
Try playing the game by selecting to attack from the Action Menu and you will see how much faster it is right now, when you can just double tap the A button to do so.
I hope this clear things up, because I really believe that the controls are very good.
Edit: I changed the main game page. Hope this is more clear now.
Thanks.
I see. Thank you for your interesting answer. I'm glad I understand the design of the controll.
Although off topic. I was convinced that hunger was adopted as a measure against slow walking in common roguelike games.
Long answer again.
Rogue and in extent roguelikes, borrowed rules from the Original Dungeon n Dragons (ODnD). Reading those rules now days is a little bit difficult because the author wrote for the War Games players. But you can find many clones written in modern style.
Search for ODnD clones, many clones are completely free too.
So I believe that hunger was not a measure against slow walking, but something that exists for realism.
In extent, many mechanisms are dependent on hunger. For example, a very basic one, "Camp".
In roguelikes camping will regain you some of your hp. In DnD Clerics and Mages can use a fixed number of spells based on their level, and they can regain spells by camping. So hunger and food ratios play a more important role.
I personally never been fun of the Hunger - Starvation mechanics, so I just ignored it all together.
Movement in roguelikes is one tile per turn (unless you cast a haste spell, etc). You can move or attack.
In DnD you have movement in feet and one attack.
I used the DnD rules here from the Basic Fantasy RPG. I just converted 10' to 1 tile. I changed the movement in Action Points (AP) and gave the player character the ability to spend those APs even to attacks. Also, APs not used go to your Armor Class (AC).
I did that cause DnD is made to be played with 6 players and a Game Master, but it plays well with 4 players too (that's why almost all the DnD based dungeon crawlers are party based).
To balance this up, you can have attacks equal to a party of 4 if you do not wear very heavy armor.
The combination of more tiles per turn, unused APs going to your AC and equal vision range with monsters (this is something I added too), I believe that it is too strong.
For example, you move one tile, and then you end your turn. This translates to Shield Up and very careful moving. It is a must when you are about to enter or explore an unexplored room.
Not ending your turn, the moment a new enemy is revealed, is a must.
If you do not do that, you will not survive in this game.
may i suggest numbering your bin files as you develop? would like to help with feedback/suggestions.
Will do after the Jam ends. This file will be renamed as Jam version and the rest will have the date on them.
Feedback, suggestions and criticism are all very welcome and necessary.
Although as I progress, this project is going to borrow more and more from the Basic Fantasy RPG. Changes will only be to turn the game from a 4-6 players to one.
thank you!
haven't played much so far. what little of 5_15 i did play, did enjoy. graphics are dark and gritty. love it. map and menus seem solid.
whatever direction you take, i'll be along to play it. downloading 5_19 now. :)
cheers
Yes, always play the latest.
More stable and more features.
Thanks.
Nice! As far I can see it´s an D&D rules / style. Is there a lisft of?
* Classes
* Weapons
* Spells
* etc
Regards!
The game is loosely based on the core rules of the Basic Fantasy RPG which is a retro clone, but made only the fighter and removed all spells to be able to finish it for the Jam.
very good
Thank you.
Awesome game !
Thank you very much once again.