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A jam submission

Maestyria: The Amulet BelowView game page

The dungeon remembers. Hunt, craft, and survive an evolving ecosystem in this traditional seasonal roguelike.
Submitted by slot-0 — 2 days, 7 hours before the deadline
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Maestyria: The Amulet Below's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#613.5003.500
Polish#713.3333.333
Fun#783.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Meta-Progression

Yes

Roguelike Elements
Roguelike elements:

- Turn-based grid movement on a 60x40 tile map with discrete player and creature actions
- Permadeath — single run, no saves
- Dungeon descent and ascent across multiple procedurally generated floors with stairs connecting them
- Field of view — shadowcasting FOV with day/night light radius cycling (100-turn night cycle)
- Skill-based combat — 16 skills across 3 trees (Arms, Guard, Lore) with use-based XP progression, misfire chances, and a passive defense chain (Dodge/Riposte/Parry/Endure)
- Creature ecosystem — 24 creature forms in 6 archetypes (Beast, Bird, Insect, Ooze, Drake, Plant) with 4 ecological roles (Producer, Consumer, Predator, Decomposer) forming a closed lifecycle loop the player disrupts or nurtures
- Equipment crafting — harvest anatomical parts from creatures (fangs, chitin, scales, etc.), craft weapons, accessories, and tinctures from collected materials
- Elemental biome layers — rooms carry stacked environmental layers (Fire, Frost, Death, Storm, Verdant, Moisture, etc.) that affect gameplay and creature behavior
- Biome crafting - rooms can be purged of biomes and layered with new ones if the player discovers how
- Seasonal and day/night cycles influencing layer behavior and visibility
- Amulet endgame — 4 amulet variants selected by player behavior metrics, driving replayability

Procedural content generation:

- 23 floor layout algorithms — each floor randomly selects from layouts including Traditional rooms-and-corridors, Cavern (organic carving), Labyrinth, Hive, Burrow, Ruins, Arena, Forest, Tundra, Swamp, Desert, Volcanic, Village, Underwater, Lunar, Sanctum, Flooded Depths, Crystal Caverns, Fungal Hollow, Blight, Mines, Island, Meadow, and Mountain — each with distinct tile palettes and room shapes
- Layer seeding — each room's biome layer stack is procedurally assigned based on floor depth, with probability curves controlling which layers appear deeper in the dungeon
- Creature spawning — creatures spawn dynamically based on ecosystem ratios (consumer/producer/predator/decomposer balance), room layer bindings, and player proximity; rooms repopulate when the player leaves (exit-spawn system)
- Procedural naming — creatures are compound-named from their layer and form (e.g. "fire rat", "death vine"); equipment names are generated from harvested part materials
- Layer contamination spread — layers propagate between adjacent rooms over time, making the dungeon environment evolve as the player progresses

Screenshots

Yes

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Comments

Did I forget to drop a link?

Submitted

A very impressive game which triggers the classic dilemma of not knowing if missing information is hidden intentionally or not. I was able to figure many things out due to smart design and experimentation (observing, extracting, crafting and transmuting). I was NOT able to figure out how the skill tree worked, though I seemed to be able to trigger them okay. Another compliment is how confident I felt playing it – I had a sense after the experimentation period that all the information on the screen was meaningful. Maybe more importantly, the tone and style made be want to figure things out. Things slowly fell into place. I didn't get a chance to see the layers spreading, and I never understood when a creature was actually dead. Lovely floor layouts. Not sure how you did this in the time period but thank you for doing so!

Developer

Thank you for your kind words!  I appreciate the thoughts you have here.  And I'm glad you enjoyed the game.

I'm definitely in that balance/dilemma of - what do I leave for discovery vs what does the player really need to know to discover?  I also went with full discovery required in my initial drop.  The first update was to make the game more understandable for the player because the feedback (you can see) below was all about not understanding what was happening.  I think there's still visual polish that is required and better information that is needed to make this fun for most players.  I also haven't really done much balancing and this is just a portion of the full depth I wanted to add and explore.

The next drop will move away a little bit from the chaos into a system that is a bit more predictable.  Though I think I will still need more passes on the visual polish to really make this functional.  One of the biggest issues is the screen size (imo)... this is just more involved because I'll need to make several sizes of the same pixels and I'm still not sure I have the full set of information yet that's needed to make the visual upgrade viable.

Jam HostSubmitted(+1)

I got the amulet after mucking through. A confusing but compelling game :) I really love the salvaging and crafting system, but it needs more explanation behind all the terms (the help text just seems to assume the player understands what "layers" are, and nowhere is stuff like "decay" explained, or how it would work on a weapon or armour).

Super cool game and concept though. I really enjoyed it!

Developer

Thank you for this review; I really appreciate the feedback.  I'm glad you were able to pick up the amulet and enjoy your time.
I know that there is a lot of polish I need to do yet, but all of these reviews help me target exactly what I cannot see well.  If I'm getting past the functional stage and into the polish stage, then that's when I know I have enough baseline for people to enjoy and it's a more a matter of giving it a visual and audio upgrade.

Submitted(+1)

This was a nice classic Roguelike.  Clearly, you've spent a lot of time and effort on it, which I really appreciate.  

The log is nicely done.  There's so much detail in the descriptions, but the info panels just seem small.  I'd increase their size.  The small dark grey font could be hard to read for some.

This game really needs the ability to more easily see what's on a tile.  I was able to see this info by constantly pressing tab.  Why not just show it?

Is it me or do the sound effects sound like phone touch tones?

I couldn't find any power ups or upgrades.  I guess new skills automatically unlock?  Enemies kept respawning at a high rate, but didn't seem to drop anything useful like weapons.  To fight the end of level boss, I had to keep rushing to and from the heal zones.  

Loads of enemies constantly spawn in the player spawn room, which gives you no chance to heal after a boss fight.

The procedural generation fluctuates too much.  Is it completely random?  In one game, I was surrounded by healing areas, in the next by searing ones!

Developer (1 edit) (+1)

Thank you so much for the detail!  I really appreciate your level of detail.


My goal for this specific entry was low friction - but I clearly didn't do enough to give a player a sense of what to do.

One more point for future players, there _is_ an in-game help under `?`, but I'm not sure that was visible or helpful.  From the comments so far, I cannot tell if I just didn't express well or if it wasn't found.

Upgrades:
Skills auto unlock through usage.  Within the inventory, there is crafting, transmutation (skill unlock), attunement (skill unlock), and refinement which allows players to really control the output of the combination from transmutation.  floor bosses unlock new slots.

Sounds:
The sounds were hacky, mostly so I had _some sound_.  Mostly tonal for certain, though nothing phone specific.   All of the content is original.

On the Ascent, the game will spawn many more mobs and they will all hyper focus on the player.  This is by design and it should be more difficult if you have not spent some time to skill up.

I do agree the general procedural generation is untuned as is the spawning.  At the moment, the only thing explicitly controlled is that the starting area _should_ have a heal.  However, the point is that this will change as the player or creatures interact.  For example, if a player leaves corpses behind in the room, the room will "eat" them and it will then add death to the biome list.  With max skills, players can actually remove biomes.  If a player understands how to manipulate the biomes, they should be able to add healing to any biome and also should be able to remove biomes (eventually with skills maxing out).

The items also confer abilities.  And it is possible to construct a heal ability.

Developer (2 edits)

Based on feedback so far, two suggestions.  1) make sure observe (should be `.` or `x`) is leveled and 2) use tab.  Realistically, though, I probably need more effort on some visuals

Submitted(+1)

I agree with the other commentors that additional information would be ideal.  I love the idea of a reactive generation.

Developer

Thank you so much for playing!!

I've been sitting here wondering what to do.  I love this feedback but I have no answer yet.  

Submitted(+1)

The volume of content is impressive but I had some trouble understanding what is happening.

Developer(+1)

Thank you so much for playing!

I think I am going to have to consider how to make what's available more accessible to players in a future iteration (I suppose that's a month from now)

Submitted(+1)

Hi, your game is well done, I like all the design, but it was kinda hard to understand what to do.
More explanation inside the game would be fire.

I love the game idea, the overall etc.. Missing maybe some SFX ?

Love the game, you did a great job !!

Developer(+1)

Thank you for playing! 

This is a really fair critique. 

I did struggled a bit with explaining.  The idea I really wanted to explore was: what happens when players can manipulate the biomes?

I was able to hook in both sound and music, but never really allotted time for that.  The sounds that do exist are quite basic!  I do plan to add more there.