• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
---

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.

---


---

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.

---


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

Sadly, it's time for a short break

Thanks to some recent problems with electric storms over my area, I got random blackouts for almost 2 or 3 weeks, one of them even killed the power supply of my pc. That meant that I couldn't get any progress done, and with no internet, I was basically in the dark for the 3 harsh weeks...

Thankfully, all of that is now behind me and I'm finally back. But now I have a little personal conflict, due to a few really cool game making events coming soon. I had to choose between keep working on Calabozo or branch out and work on other projects. In the end, I went with the second option, because some game-making events are coming soon and there's nothing that can make you more productive than some deadlines and other devs working alongside you.

I'm really sorry for making you guys wait a lot more, but I promise that I'll come back to this game soon. Please be patient!
  • Production
  • El_WaKa
  • RPG Maker VX Ace
  • Strategy RPG
  • 09/08/2019 10:27 PM
  • 10/07/2019 11:30 AM
  • N/A
  • 1942
  • 9
  • 0

Posts

Pages: 1
AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
2770
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.
Pages: 1