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Welcome to the world of Calabozo.

You were sent to the Labyrinth of the Damned, a giant and mysterious maze of endless, magically interconnected rooms. Filled with some of the most dangerous creatures and the worst criminals in the whole land of Luna Roja. Nobody has ever gotten out of this hell and nobody ever will.
You are here because of your past, you deserve to die just like all that scum.


Abandon all hope, let the despair consume you.

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Calabozo: Labyrinth of the Damned is a rogue-like game that takes a lot of inspiration on Wizardry, more specifically the classic: "Wizardry: Proving Grounds of the Mad Overlord". You'll explore the Labyrinth's various randomly connected rooms, fighting enemies, getting experience, and grabbing items, weapons, and spells. With multiple characters with distinctive gameplay and a bunch of surprises here and there, every run is never the same.

The main focus is to give a challenging but fair experience, where a lot of preparation and strategy can overcome even the hardest challenges. While the game has a notable RNG factor, even with the worst luck there's always a way to get back on top.

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FEATURES:


- 13 Different Characters, each one with unique skills and playstyle.

- "Curse" mechanic. Certain characters are inflicted with a curse that initially weakens them, but once the are "Awoken" their strength increases and they get more skills.

- 50 floors, each one with a different enemy and item arrangement, which require different strategies.

- Special events, from the "Item Lottery" to the "Pool of Rebirth" and "Fountain of the Old Gods".

- Huge replay value, each run is always different from the last.

Latest Blog

Calabozo: Labyrinth of the Damned v0.2 is out! Plus we now have a Twitter!


Shoutout to Demun for this amazing artwork!



I'm happy to announce that a new version of Calabozo is finally out! This is a big update that fixes a lot of the issues that were present in the first version, but also brings a whole new character! "The Shredder" is now fully playable! Here's a list with the changes:


- Balanced improved! Changed how defense and magic defense worked, now having a lesser effect in reducing the incoming damage. This also required changing all the enemy stats, which changed the whole challenge curve. This balance is still a work in progress but at least the game is finally beatable.

- New Tutorial! Now there's a better tutorial section that explains a few concepts of the game in a more organized way. This too is a work on progress, so if you have a question about how a certain mechanic of the game please tell me so it can be added for the next version.

- New character! A whole new character: "The Shredder", which focuses on dealing huge amounts of damage with powerful but expensive skills. He's also one of the Cursed so with a bit of luck and skill he'll be able to prove himself in battle.

- Bug fixes! There were too many bugs squashed that I can't just name them all, but one of the biggest ones is that now Cursed characters can now Awaken properly, getting their new skills, their proper stats and retaining their level as they were supposed to be. I'm really sorry for not catching a bug like that in the first version!


There's one last announcement that I want to make, and is that now we have a twitter account! Follow @ElWaKaz for news of the development of this and many more games in the future! With nothing else to add, I hope that you enjoy this new version! Expect more updates in the future.
  • Production
  • El_WaKa
  • RPG Maker VX Ace
  • Strategy RPG
  • 09/08/2019 10:27 PM
  • 11/17/2019 03:10 AM
  • N/A
  • 6828
  • 9
  • 32

Posts

Pages: 1
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
4158
Dude! I've been dying to make a game like this for a long time; classic Western RPGs don't get near as much love here. Stoked to see progress on this project.
Hmm..... interesting. Subscribed :D

Prepare to suffer hmm..... but if you go with a "fair" experience how about removing variance and make moves deal a set amount of damage? That would reward planning ahead and getting to know the enemy more and would remove the "fuck i got a low roll"-factor.

Also as I always advocate.... more powaaaa more hppppp lol

The curse mechanic sounds pretty interesting....
author=AtiyaTheSeeker
Dude! I've been dying to make a game like this for a long time; classic Western RPGs don't get near as much love here. Stoked to see progress on this project.


Thank you so much! Expect more updates in the following weeks!

author=dasgibtesnet
Hmm..... interesting. Subscribed :D

Prepare to suffer hmm..... but if you go with a "fair" experience how about removing variance and make moves deal a set amount of damage? That would reward planning ahead and getting to know the enemy more and would remove the "fuck i got a low roll"-factor.

Also as I always advocate.... more powaaaa more hppppp lol

The curse mechanic sounds pretty interesting....


About damage variance, all attacks actually deal predictable damage, with only small variances in a few skills (For example, multi-target attacks usually have around 5% of variance... I'm considering changing this though.)

The other RNG factor that comes into play in battles are the status effects, I had a hard time balancing these. While spells that set a status effect work 100% of the time (except if the target has resistance to it or very high magic defense) secondary effects (Like a Fireball having a small chance of Burning the enemy) are harder to balance. I don't want to remove them entirely though, because it adds a nice variety to spells and battles, but I'll probably reduce how bad their effects can be after more playtesting.

Though, more than in-battle luck, I'm more concerned about out of battle luck. You know, having a good item drop or easy enemies spawn can make quite a difference in how hard a run will be. These are the hardest to balance because being too predictable can be boring while being too wild can be frustrating. I'm trying to hit that sweet spot where even with bad luck there's still enough room for the player to plan around and get back on top. (Like making smart decisions when buying or selling items, picking the right battles and not overextend too much, etc.)

It won't be easy to balance a game like this, especially with so many factors involved (From the "tangible" ones like the enemy stats, the power of spells, the balance between characters, etc. To the more "intangible" ones, like the player's playstyle or even luck) But hey, I'll try my best!
This looks amazing. Lemme know if you need playtesters.
CashmereCat
Self-proclaimed Puzzle Snob
10522
EL WAKA WAKA WAKA WAKA WAKA WAKA WAKA

This is El_Waka season baybeeeeeeeeeeeeeeeeeeeeeee!

Looking forward to your game lots and lots. Really really.
Pages: 1