Embark on a quest for Blood, Bones, and Buffs! This is a game about running, jumping, and artfully avoiding hordes of monsters while you bone up your weaponry. Encounter bats that flap freely around the map, rats that cling to walls, satyrs that bounce about, and more. Enemies are more than just bullet sponges, and you’ll have to anticipate their unique movements to avoid them.
This is a game where you’re going to have to jump a lot, but I wanted it to feel more improvisational rather than a structured series of levels where things just get harder and harder. Nearly all the arenas are pretty big spaces, and they are all hand-authored layouts with some randomness as to where the loot and enemies spawn. The goal is to survive rather than reach a destination, so you’ll have to decide what the best routes around the spaces are. There’s more than JUST jumping too, you’ll be climbing up walls, across the ceiling, up ladders and all over nets, balancing or hanging from slack lines, and even swimming.
Blood Dungeon came together over the years from many little windows of time late at night and lots of feedback from friends and dedicated playtesters. It was a lot of fun to get back into a 2d engine and draw sprite animations and code platforming logic, which I haven’t done together since the original Nidhogg.
The full game comes out later this summer, but you can get a sneak peek by trying the demo TODAY! You’ll be able to unlock a handful of weapons and try out a few characters on the first level, but there is a lot more waiting for you in the full game. Happy blasting!
- Mark