A downloadable game for Windows

Delve into the dungeon that seeks to mutate your body in many ways in search of the all-important ethereal ore and escape with it!

MorphRL is a roguelike game designed in a traditional fashion, where you must delve into a dungeon using (almost) nothing but what you find within.

This game was created using C++ and with the use of a handful of external libraries: BearLibTerminal, PhysicsFS, libfov, and stb.

Instructions:

Full instructions are included within the game itself (the "instructions" option on the main menu), but the basics are shown below. Many menus can be controlled with the mouse, though the mouse cannot be used for all gameplay.

  • Numeric keypad or arrow keys to move your character (the numeric keypad is preferred as it allows you to move diagonally)
  • Walk into enemies to perform a melee attack
  • Press 'g' to pick stuff up, 'i' to see your inventory, 'c' to view your character sheet
  • Examine the dungeon around you with 'x' and go up and down dungeon levels with the '<' and '>' keys.
  • Once you have them, 'a' will allow you to use special abilities.
  • The Escape key will leave game menus or return to the main menu as appropriate.

Configuration:

  • Some settings (like window size) can be adjusted through the game.cfg file
  • Once the game is running, it is possible to shrink or enlarge the window by pressing shift-alt-minus and shift-alt-plus as appropriate
  • Alt-enter will toggle fullscreen mode (this will not rescale the display; you may still need to use the above shortcuts to make everything fit neatly)

Known limitations:

  • There has currently been little testing of game balance
  • Not much content exists yet (just 4 levels and 9 enemies)
  • The game cannot be saved or loaded
  • The enemy AI is not very good and cannot use items or abilities
  • Enemies that die from status effects don't grant XP

Future plans:

  • Improved AI for enemies, allowing them to use consumables and abilities
  • The ability to save and load the game
  • The "run" ability for automatically moving down hallways, stopping if anything of note is encountered
  • Improve random mutation selection to avoid gaining conflicting mutations at the same time, or gaining duplicates that result in nothing happening
  • Add items that have random effects on them instead of having only bespoke magic items
  • Have chests scattered through the dungeon with loot rather than just scattering items around
  • Create interiors for rooms generated on the map
  • Chance consumables to have charges rather than a random "used up" chance
  • Add some art for the monsters (currently needs to be 40x50 pixels)
  • Add ranged weapons, like bows
  • Add different types of damage (fire, blunt, etc.) and associated resistances
  • Remove the agility stat and make accuracy ("to hit") and evasion into base stats
  • Add in environmental hazards, esepcially those that interact with mutations
  • Modding support (especially a "replace" directive for data files so mods can change the existing

StatusIn development
PlatformsWindows
Rating
Rated 3.8 out of 5 stars
(4 total ratings)
AuthorGren Drake
TagsOpen Source, Roguelike, Singleplayer
Code licenseGNU General Public License v3.0 (GPL)
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard
LinksSource code

Download

Download
morphrl-alpha2-windows.zip 2.3 MB
Download
morphrl-alpha1-windows.zip 2.3 MB

Development log

Comments

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Pulled this up again, and still find it enjoyable.  I know you said you were going to put it on hold for a bit, but if there is any progress it would be nice to know it's not a dead'un.   No worries if it is, but you've got a good start here.

I have been poking at it now and again (an update to date Change Log is available over on the GitHub), I just haven't been very good about bundling stuff into a release.

I'm having problems with the resolution being bigger than my monitor size? The window is too big for my screen and I can't resize it or zoom out

(+1)

It should be possible to resize the window by pressing alt+shift+minus. If that doesn't work, you've likely run into a bug.

(1 edit)

Oh man this is something I always wanted to make, so I'm glad to see this be a thing submitted to the jam! I've played around with it a little bit (and I'm going to play some more) but I'm enjoying what's there so far. 


I will say it's a little RNG at the start as to whether you encounter a hobgoblin with a longsword when opening the first door, but games are easy enough to restart that it isn't too much of a problem.


System-wise I haven't found that many mutation potions but I did note that one game one of the first ones I got was quadrupedal, which is kind of funny to imagine with no other mutations - perhaps some means of gating mutations behind having some of a different category (or having a certain amount of mutations), or progressive mutations that can be replaced by more advanced stages.

Quick note is having ESC both exit menus and the game itself made me accidentally quit the game when I wasn't intending to, perhaps this could be changed to something like Shift-Q to prevent this.

Overall I really like ASCII roguelikes so this one could get me playing for a long time if you keep at it, really nice opening submission and I'd be keen to see those future updates for sure!

Thanks for the feedback! Glad you liked it. I'll probably take a short break before continuing with it, but I do plan on continuing with it; there's a variety of stuff I just didn't have the time to get to. The basic idea for the game is one I've had lurking around the back of my mind for some time now.

The game's definitely a bit RNG heavy at the moment; my own test runs have so far been heavily dependant on how many healing potions turn up, especially on the lower levels.

The mutations system certainly has room for improvement; aside from what you noticed, its also possible for a mutation potion to, for example, give you "bat wings" then immediately overwrite it with "feathery wings". Probably also worth making some mutations more common than others and making them overall more impactful.

I'll probably just remove ESC on the main menu quitting the game; it should be easy enough to cursor down to "quit" to not be necessary and, while I didn't mention it anywhere, many of the game's menus (including the main menu) can be controlled with the mouse as well.