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Spellbound

A topic by Light created 66 days ago Views: 346 Replies: 7
Viewing posts 1 to 8
(1 edit) (+2)

Hey everyone! 😊

I'm excited to share the first update on my rogue-like dungeon crawler, Tales of the Spellbound, Spellbound for short. The core idea behind the game is all about creating your own builds by combining artifacts and wand parts to craft unique spells and abilities. 

So far, I've been focusing on getting the basic mechanics polished, below u can find a short snippet of the game or you can click this link

Would love to hear any thoughts or feedback from the community, especially regarding unique spells and artifact ideas! I plan to keep updating this devlog as I go, so stay tuned for more updates.  For now expect updates on the combat, wands, enemies, artifacts and spells, I've decided that its best to develop these features first, polish them out and then bring them into procedurally generated dungeons. 

Looking forward to chatting with you all and sharing more progress soon! 😊

Excited for it!

Hello everyone!

I just wanted to drop my X link here. I’ll be posting regular small snippets and screenshots of the game over there. Here on itch, I’ll share more detailed, structured dev logs every week – a summary of what I’ve achieved and what’s planned for the upcoming week.

On X, I’ve already shared a sneak peek of two new enemies I’ve added to the game. Tomorrow, I’ll be working on getting the archer to shoot projectiles >:)

Exciting news: I’ve teamed up with a friend who’s a pixel artist, so I’ll be sharing the first sprites for the game on X soon. Be sure to check it out!

I’d love to hear your thoughts, and feel free to drop me a message on Discord – my username is “liight.”

(1 edit) (+1)

Hi everyone!

I'm excited to share my first progress update on my game and provide you with further development plan. This week, I've focused heavily on back-end tasks necessary for creating a scalable project. To keep things short here's a list of what's currently in the game:

  • Enemies (3): Slime, Skeleton Archer, Bat
  • Spells (4): Water Ball, Ice Shard, Baby Fireball, Bullet
  • Artifacts (2):
    • Cheese: Push away your enemies with your smell.
    • M203 Wand: Attachable fireball launcher.
  • Status Effects (3): Slow, Freeze, Burn
  • Gameplay Mechanics: Elemental-based resistances and weaknesses for enemies.

I'm very happy that scripts and scalable code are now in place, allowing me to implement more spells, enemies, and artifacts efficiently. Next week, I'll be focusing exactly on that—introducing more spells, more enemies, and a lot more artifacts.

If there are any pixel artists interested in collaborating, I'm open to any kind of help. Also, if anyone has ideas for artifacts, spells, or enemies, I'd love to add your suggestions into the game. Feel free to reach out to me on Discord: liight.

I'm linking a video of the new spells I've created—check it out, and if you have any feedback, let me know!

Thank you for your support, and stay tuned for more updates!

(1 edit) (+1)

Hi all!

Sorry for the late update. I've been working on a lot of backend stuff, so I'll only provide some screenshots today. I've managed to implement an inventory system—artifacts can now be picked up and dropped, and they're all displayed in your inventory. Additionally, I've added various bullet patterns and behaviors to the game, allowing enemies to fire in circles, shotgun blasts, and minigun patterns. I'm also getting closer to generating dungeons for the game.

I've spent some time refining the lore and story, and we've included a short snippet of the music. Next week, I'll be focusing primarily on finishing and polishing the dungeon generator. I'm also starting to prepare a demo for you—something akin to Vampire Survivors to test the mechanics, movement, and general combat aspects of the game. I will post more about the demo soon. Stay tuned!

Some screenshots from the UI of the game :) 


(1 edit) (+1)

🌟 Dev Update 🌟

Hey everyone! I’m excited to share some big milestones in the development of our game:

✨ Key Implementations:

  • Dynamic Room Spawning: Rooms now generate seamlessly, creating a unique experience every playthrough.
  • Combat Doors: Doors now automatically lock until all enemies in the room are defeated.
  • Minimap Overhaul: The minimap hides during combat for immersion and can be expanded to fullscreen by pressing Tab. When in fullscreen, you can pan around using the mouse.
  • Core Dungeon Features: Enemy rooms, chest rooms, and NPC merchants are now coded and functional. The boss room spawns perfectly (though we’re still working on the boss itself).

(this video showcases also our artifacts that turn the regular bullet into homing and piercing missile >:))

🎨 Next Steps: While the code side is well underway, we’re now waiting for the art and audio to catch up. This includes polishing NPCs, rooms, music, enemies, and artifacts. Once we have these assets, we’ll be  releasing a playable demo for everyone!

🙏 Quick Note: Apologies for missing last week’s post; university life has been hectic. Thanks for your patience and continued support!

Stay tuned for more updates, and as always, your feedback is welcome!

(+1)

Heres some design concepts for the player character, hope you like it! 

I'm thrilled to share some exciting updates about the development of Tales of the Spellbound! Over the past few weeks, we’ve made smaller progress on gameplay mechanics, spell variety, and artifact functionality.  I caught covid and couldn't post or make great progress on the game but Im back on track and you should expect more news and updates soon. for now here's what I've done for the past 30 days.

  • Pickable Artifacts: Artifacts are now fully functional in the game! Players can collect them during dungeon runs to gain buffs, debuffs, and unique abilities that enhance their builds.
  • Projectile Mechanics: Homing, bouncing, and piercing projectiles are live, adding more depth to combat and allowing for creative spell interactions.
  • Spell Variety: We’ve expanded the arsenal to 10 unique spells, each with distinct behaviors and synergies, giving players more ways to experiment and craft their ideal playstyle.

We’re currently focusing on catching up on the art side of the game, including tilesets, enemies, and character designs. Stay tuned—there’s more exciting art to share in the coming weeks as we bring Vorgrim’s grotesque domain to life!

Thank you for your continued support and enthusiasm for the project. We can’t wait to show you more soon!