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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    11 hours ago

    Version 1.1.3 Download: https://files.catbox.moe/5yj86d.zip

    VirusTotal scan: https://www.virustotal.com/gui/url/f8a6e163c0795ae65824cd813f3eb1826f7ef17c382d7f8e1b16e361c98cf6be

    Version 1.1.3:

    Bug fixes:

    • Fixed crash with items found in dead guy or treasure not having a valid index, which would cause the game to crash. The new safety check prevents a crash by making the dead guy or treasure have nothing inside, a message would pop up indicating this.
    • Fixed game crashing if closing the inventory at the precise frame an info dialogue box was also being closed.
    • Fixed bug with Leevers (sand creatures) spawning under link while he’s in a doorway.
    • Fixed bomb glitch where they sometimes wouldn’t blow up.
    • Fixed pendant of revival glitch still working even if you have the Pendant Don’t Work Curse.
    • Fixed new rod of stone bug introduced in 1.1.2 where enemies would come back to life when hit.
    • Fixed floor switch and added a 2nd frame to show it was pressed.
    • Fixed bug where if you inspected a shop item or opened the inventory/map at the exact frame you were hit by a bomb, it would still trigger the dialogue box/inv/map while you’re dead/hit causing glitches.
    • Increase buffer around wall enemies like Medusas, cannon, and Beamos to prevent there being spikes close to them possibly making them impassible without taking a hit.
    • Fixed master sword beam’s corner sprite edge appearing in the top-right corner of the screen for a frame.
    • Fixed bonus item not resetting itself if saving then continuing then dying and restarting level. Same thing with the swordless mode, it wasn’t saving properly.
    • Fixed another bug with pots spawning over monuments. It was a separate bug but related to the first one. That should be the last of them.
    • Fixed rare glitchy treasure chest that moved when you open it. It was caused by it’s initial position not being an integer value, so the static tiles that replaced it after opening clamped to the nearest tile map grid position.
    • Fixed layer issue with certain projectiles like hookshot, arrows, rod beams, etc that were on the wrong layer if you shot them from underneath a walkway.
    • Fixed transform rods not working if enemies are frozen
    • Usually if you stand on a map or compass if your inventory is full, it’ll reveal the map attributes those normally show, but it was also revealing them when you were swinging your sword over them which shouldn’t happen. Fixed the sword glitch.
    • Fixed glitch when cursed with the ‘hearts do damage’ curse and you pick up a heart that kills you, it would cause glitches with the death sequence where you could still walk around.
    • Fixed spelling mistakes

    Changes:

    • Updated the core input library, which includes fixes and more gamepad support.
    • Red Armos now can’t be hit using arrows. There were complications with him, and after lot’s of trial and error to try and improve him, it was easier to just block arrows for the red one. You will need to use bombs if you’re doing swordless quest. Also increased his jump speed by a small amount, not much. Felt he was too slow since the last time I slowed him down.
    • Replaced the rod sprites, credit: Errors
    • Made signs non-breakable, people were accidently grabbing them before reading them.
    • Made cape magic drain a tiny bit faster, from 50 frames per drain down to 45 frames. Seemed it was too slow when watching people use it.
    • Added a gold kinstone monument to mine town level
    • Added light to the Poe ghosts that hold a lantern.
    • Replaced Kinstone fusing sounds, credit: castle
    • Added a ton more custom character skins
    • Added sound to the cannon.
    • Updated credits with more special thanks with mention to the Discord server. Also added feature where pressing down speeds up the credit scroll.