Introducing Dungeons of Infinity

A talented individual known as Justin Bohemier has transformed the classic Super Nintendo hit, A Link to the Past, into a procedurally-generated roguelike dungeon crawler. Over four years in development using Gamemaker Studio with the original assets, the game ‘Dungeons of Infinity’ aims to offer a new and challenging experience for fans.

Key Features:

  • Procedural Generation - Each playthrough offers unique layouts, enemies, and items.
  • Link’s Nemesis Aghanim - The ultimate challenge lies in encountering Link’s arch-enemy, Aghanim. Survival depends on navigating the dungeons until reaching this final boss.

The creator emphasizes that no continues or extra lives are available, adding to the game’s difficulty curve.


What do you think about applying roguelike elements to classic games like ‘A Link to the Past’? Have you encountered similar fan projects?

  • Jack Sparrow@sh.itjust.works
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    9 hours ago

    I will stop uploading new ones here since it looks like the GDrive is being kept updated for now.

    Version 1.1.4 Download: https://files.catbox.moe/fkgl37.zip

    VirusTotal scan: https://www.virustotal.com/gui/url/1c0d8f0134c91d95426e3030cb294c8f377580415b3c3e86208c2e897b3fe38c

    Version 1.1.4:

    Bug Fixes:

    • Fixed sprite glitch with Poe enemy, which was introduced after giving him a light. Gave ghost Poe in the catacombs a light also since on his sprite he’s carrying a light as well, also improved their lighting a bit to make it look nicer.
    • Fixed glitch with loose keys sometimes appearing 1 pixel off from being on the correct floor level, making you have to go up or down to collect it.
    • Fixed cape where it would stay on after you defeat a boss. It now decloaks you the second any boss is destroyed.
    • Fixed vulnerability with save file corruption where it could get corrupted if something happens during a save process like power outage or unexpected event. It now saves to a temp file first, and if the save was successful, it renames the temp file to the Users files.
    • Fixed bug where picking up chicken from inside house’s doorway would cause Link to clip into the walls and sometimes crash
    • Fixed clipping glitch with outside castle wall door and bombs.
    • Fixed glitch when strafing into a wall backwards, it would activate the push animation.
    • Fixed glitch with Beamos statues able to hit you while you’re falling into a pit causing extra damage.
    • Improved warp destinations by giving them a larger safe-space buffer. Sometimes you would warp and enemies would be too close when you arrived.
    • Fixed boss crystal falling even when paused.
    • Fixed arithmetic bug with treasures and shops, if you got a bunch of rupees from a bought treasure and quickly bought another item while those rupees were still being added, the purchase would interrupt the rupees being added with the purchase amount being deducted causing you to lose rupees.
    • Fixed rare bug where Zora would toss you nothing.
    • Fixed bugs with Pikit. (See game change log for more details)
    • Fixed graphical glitches for the Slarok enemies.

    Changes:

    • Added new pendant designs, credits: Errors
    • Some Gem combos that give pendants have been shifted around.
    • Swapped the gem combos for the lamp and cape. Lamp is now Sapphire(Blue) and Citrine(Yellow), Cape is now Sapphire(Blue) and Ruby(Red). Makes more sense based on the value of these items, and their sprite colors.
    • Zora now gives you rupees if you already own the item. (See game change log for more details)
    • You can now hit bosses with any rod. They all do 1 damage, they don’t transform, just inflict damage. They can really help with swordless quest now.
    • Bows are now a bit easier to find if playing swordless.
    • Health drain curse now stops when reaching 2 health. Drain delay was changed to 7 secs instead of 10 secs because of this.
    • Lamp has only 1 upgrade instead of 2 now. Made the candle shine a bit brighter, and the lamp now shines brighter than before.
    • Changed the 2nd secret treasure room in the mining town maze, instead of more gems it’s something better now.
    • Made it so maps and compasses can’t be spawned from treasures if more than 60% of the level has already been explored.
    • Cape can only spawn from gold kinstones instead of red kinstones now.
    • Made wizzrobes take a bit less time to spawn and a bit less time to stay invisible, making defeating them take less time.
    • Fixed glitch with Agahnim during the gravity ball sequence, Link wouldn’t get hurt by the spike blocks.
    • Filtered the included sprite pack with only those we have permission to use. Also included a credits list for a lot of them.
    • New King’s key sprite, credits: Void42
    • Moon pearl now changes color depending on the state of the colored blocks.
    • Cape drains a tiny bit faster now.
    • Added a few more community-drawn character sprite sheets in the sprite pack.