Horde Survivors
An entry into the 2022 7DRL challenge. Inspired by Vampire Survivors, but with a turn-based twist. Survive by killing monsters, gaining XP and leveling up your abilities. Get strong enough to challenge the strongest of monsters and claim his amulet, the Amulet of Yendor, to defeat the Horde once and for all and Survive!
Changes in Version 1.9.0
- The monster spawner now has a paused grace period between some select spawn phases to give the player some breathing room.
- Improved Whirlwind ability.
- The player moves slightly faster.
- Ring of Death now spawns a special gem when it is destroyed.
Changes in Version 1.8.0
- Added new ability: Blink! + a new starter character that use it.
- Added new ability: Discharge! + a new starter character that use it.
- Added new ability: Firewall! + a new starter character that use it.
- Added new ability: Battlecry! + a new starter character that use it.
- Characters can now start with different elemental/magic attunements.
- Some bosses now can spawn a ring of death that destroy uncollected gems, monsters and you!
- Some bosses will now despawn their minions on death.
- Final bosses will now feel more dramatic.
- Monsters now has a random chance to cause a little more, or a little less, damage.
- Monsters will now absorb some damage types more effectively than others.
- Some monsters will now leave hazards on the ground.
- Some items now come with buffs to attunements or abilities.
- Archer starts with bowshot ability at level 2.
- Tweaked the power-curve of Spark ability.
- Tweaked the power-curve and dimension of Fireball ability.
- Tweaked how soon an Artifact can spawn.
- Full audio overhaul with FMOD-based audio!
- Yellow gems should now feel much more significant!
- Menu UIs should now scale to any resolution.
- More interesting use of lighting and visual feedback.
- Updated to Unity 2022.1.20f1
Changes in Version 1.7.2
- Fixed issues preventing the web player to work.
Changes in Version 1.7.1
- Ensure the last (new) boss can actually spawn!
Changes in Version 1.7
- Added AOE Procs to some boss monsters.
- Added a new late boss challenge with its unique win condition.
- Added a new greedy player character.
- Character Selection is now a vertical selection menu.
- Sort actor sprites by Y axis.
- Projectiles now spawn closer to the player.
- Summary now include what killed you.
- Summary timeline now include when you picked up items and abilities.
- Tweaked XP algorithm.
- Projectiles now spawn closer to the player.
- Misc bugfixes and QOL improvements.
Changes in Version 1.6
- New Summary page on death/win.
- New Shield Bash ability.
- Fixed music player that would sometimes play two songs at the same time.
- Make slimes slightly transparent.
- Bowshot cost 1 more turn, starts with 1 arrow and gets one less upgrade.
- Potions require step-on to pick up.
- Fix XP floaters to work with 4 digits.
- Melee Speed is now called Reach.
- Make it more obvious what the sun-book does.
- Make it more obvious in what direction the direction pointer is pointing.
- Tuned monster spawn phases.
Changes in Version 1.5.3
- Empty Tome is now called Tome of Sparkles.
- Improved chest load-out.
- Fix bug that caused artifacts to not spawn in some cases.
- No-spawn zone outside level border walls.
- Improved spawn table boosts per character.
Changes in Version 1.5.2
- Improve chest load-out.
- Gear Replace UI should be more obvious about replacing the current gear.
- Improve spawn phases (the game should now feel much longer and better paced).
- Red Mage gets +10% Movement Speed to try make it more viable again
- Tuned bosses and monsters.
- Tuned some Abilities.
Changes in Version 1.5
Disclaimer: As this is a big change to the game, there's bound to be some balancing issues introduced, and the risk for bugs have increased. The goal of this update was to add another axis of progression, and more mystery, and to make all builds more viable as winning builds.
- Weapons! You can now equip weapons that compliment your Abilities.
- Books! Through the power of knowledge you can enhance your Abilities.
- Armor! Completely absorb all damage every N turn.
- Boots! Add a chance to resist taking damage from an attack!
- Artifacts! Powerful artifacts the enhance your Abilities in a major way.
- Chests now spawn gear rather than abilities.
- Gold can now be used to re-roll choices on Level Up.
- A new character!
- New monsters!
- Stagger. Every turn you have a chance to stagger you enemies. Some weapons and abilities have a greater chance for causing stagger than others.
- Burn! Some Abilities and Gear has a chance to set your enemies aflame!
- Freeze! Some Abilities and Gear has a chance to freeze your enemies stiff!
- Tooltips! You can now hover your current Abilities and Gear to get information on them.
- Low health warning on screen edges.
- Hoarder Ability renamed to Greed.
- Hammer Ability renamed to Whirlwind.
- Limit talent count to 4.
- Improved talent selection on Level Up (it should now have a greater chance of picking relevant talents).
- Each character has a preference boost to item drops from chests.
- Directional pointers that point towards spawned chests, artifacts, game-ending bosses, game-winning amulets.
- Improved font of Ability descriptions. They should now be more readable.
- And lots of other small QOL and Bugfixes.
Changes in Version 1.4
- Turns now properly pause time when we wait for player.
- Every player and monster now has different mass. Heavier actors can push through a group of much lighter actors.
- Monsters will now have varying degree of chaotic movement behavior.
- Floating XP numbers
- Walls can be damaged by monsters
- Minor changes to the level
- Tuned monsters
- Tuned abilities/weapons
- Tuned spawn phases
- Tuned characters
Changes in Version 1.3
- Turns animate 2x as fast now
- Floating damage/heal numbers for more combat transparency
- Some items (like chests) are not picked up by Hoarder range and require player body overlap.
- Tuned monsters
- Tuned abilities/weapons
- Tuned spawn phases
Changes in Version 1.2
- Added chests
- Added gold
- Alternate evil ending (challenge)
- Characters have different pros/cons
- Tuned gem xp
- Tuned level up formula
- Tuned monsters
- Tuned abilities/weapons
- Tuned spawn phases
Changes in Version 1.1
- Fixed a crazy amount of unnecessary memory allocations + audio sources that were spawned but never died (they're now pooled).
- No gameplay changes in this hotfix, so I hid the 1.0 version, since the 1.0 web version was crashing and the standalone versions were lagging like crazy after a while.
Updated | 19 days ago |
Status | Released |
Platforms | HTML5, Windows, macOS, Linux |
Rating | Rated 4.7 out of 5 stars (3 total ratings) |
Author | PTrefall |
Genre | Action |
Made with | Unity |
Tags | Seven Day Roguelike Challenge, Bullet Hell, Roguelike, Turn-based, Turn-Based Combat |
Download
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Development log
- 1.9.0 released!19 days ago
- v1.8 - Big update!Nov 14, 2022
- 1.7 - Boss AOE Procs, New Boss and GreedApr 08, 2022
- v1.6 - Shield Bash and Summary ScreenMar 31, 2022
- v1.5.3Mar 29, 2022
- V1.5 - Gear and ArtifactsMar 27, 2022
Comments
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Vampire Survivors is a non-turn-based rework of at least one much older turn-based game that's otherwise exactly the same, so you've actually taken it back to its roots! ;)
Unfortunately, I haven't been able to find that old game yet; I found this page while hunting for it. I had it almost three decades ago on Mac in the Performa days.
Oh really? That's super interesting! I will have to join your hunt for this unknown gem of a game. I was surprised this worked so well turn-based!
I am having an error that states:
An abnormal situation has occurred: the PlayerLoop internal function has been called recursively. Please contact Customer Support with a sample project so that we can reproduce the problem and troubleshoot it.
This is on the Web version.
This is a unity bug, but it seems to have appeared more frequently after the last release. I will have to analyze the changes and see whether anything pops up. Thank you for the report.
I managed to reproduce. I'll get a fix out asap.
This should now be fixed.
It works. Thank you
Awesome!
the game doesn't load
hm, is it the webgl version? If so, would you have a chance to hit F12 in the browser and see of the Console section holds any red error messages?
This should now be fixed.
This game was a lot of fun. Great work!
Thank you! Awesome to get these videos to get some insight into how players play the game and what information doesn't come across perfectly!
Some really nice updates to the game recently. I last played like 2 weeks ago, I came back to try it again and was very pleasantly surprised.
Well done again
Thank you! It's been fun dabbling with in my evenings ;-)
6 days later I try it again and go from 900 something turns per run to a 3200 turn win. I think you need to up the difficulty a bit, the new upgrades just make you too good :)
I also think you decreased the speed at which new waves arrive? Not sure I like it, it creates some longer gaps without action.
welcome back!
Yeah, with this many changes a lot of the balance was going out the window. I'm working on finding back to a good pacing!
I agree that it's a bit too easy to stay on top of the power curve now and deal with monsters faster than new spawn phases trigger. I'll massage it some more for the next release Friday!
Your feedback is much appreciated!
I tweaked the spawn phases a bit for 1.6, do let me know if you think it helps or if more tuning is needed ;-)
This was really fun. I thought I’d found a winning strategy when I was in a room with only one entrance…and then enemies destroyed the walls. What a glorious moment!
Haha! Amazing!
I never understood the VS hype but if it's half as addictive as this was then maybe I need to reconsider.
I do say it could benefit from a randomly generated map rather than a static one.
I completely agree on the randomly generated map, I might do it for 1.6! Haha, I'm happy to hear you like it! The sound of dropping gems will start to haunt your dreams!
I really, really enjoyed this entry. It feels so good when you get powerful after a few upgrades.
Thanks a lot Lintford!
Enjoyed the game, but please add an option to disable the music, it gets copyright claimed on YouTube.
Thank you! Press M to toggle the music 😉
I spoke with the composer btw, and he said to dispute the claim with YT, that way the composer can clear it on his end. A bit cumbersome for sure, but it sounds like it's our only option with this music.
Soooooo good. I am a boss. OP. Pro. The BEST!
ARCHER FIREBALL WINWINWIN
Haha, your treasure time moments were epic! Thanks a lot!
It's a sweet game. I intend to play it some more.
Oh that would be awesome!
Yeah, it's too hard, can't win. Monsters are always faster than the player and you can't kill enough of them fast enough to win. Chests giving random power ups instead of an improvement to an existing one ruins builds.
I love the concept and gameplay, but I think you've strayed too far from the core strategies of vampire survivor.
Thanks a lot for your feedback! The game as is was made in seven days with some evening work this second week, so it will need some time to mature, grow and "set" itself. There are still too few items I think, to narrow down the weapon choices.
But correct me if I'm wrong, but doesn't VS pick items randomly up until you've filled all slots, and then will upgrade those you have? And that's kind of the risk of a chest in the early game before you've leveled up enough to carefully pick your build? That's how I've read the mechanic while playing it, but I'm by far no VS master.
This game needs more items before I want to add any such restrictions, as there are only 7 items in the game right now. I suppose that I could add a higher chance for already owned items to get picked from the item pool on chest opening, but its also supposed to be more random than a level up and not a guaranteed boost to your current items. That said, I'm sure it can be tweaked to feel better.
All monsters shouldn't be faster, but some certainly are, maybe too many. I'll put this into my monster tuning notes for 1.5.
Thanks again for the feedback, it's much needed at this early stage!
very cool
Thanks a lot!
That's a great game! I found it to be quite addictive (I even managed to win the v1.1 with all the characters). I wanted to return to this page to give a few remarks and a list of things that could be improved (in my opinion!), and I found there's the v1.3, so I had to give it a try. I did that, and I have even more comments now :—). Hopefully you don't mind a wall of text — I wrote far more than I initially intended.
Comments for v1.1:
Some more comments for v1.3 (they're going to be quite negative and I'm sorry for that, but I found it to be a big step back in terms of enjoyment):
Wow, an amazing wall of feedback, evolvent! I can tell that you've played both version 1.1 and version 1.3 a whole lot!
I will need some time to digest everything that's in here, but my initial reaction is that I see where you're coming from.
On v1.1 I could quite consistently beat the game myself too (well, I'm impressed that you beat it with the archer!), while in v1.3 it has become a lot harder, and also one seems to be forced to bate enemies into these lines as one flees away, unable to gather gems at the rate that would be needed to keep up with the power curve.
You definitely touch on a lot of balancing issues, and it's to be expected. I really want to expand the game beyond the initial 1.1 version, and for that I have to experiment with it, and in the process risk that some versions are much harder (or much easier) as we stabilize the formula and find what works and what doesn't. To get there, feedback like this is priceless!
Awesome ideas on the hammer. I've been thinking of ways to improve it myself, and these were some good ones!
I really want the buffs and debuffs in there to make each choice of character more than just a different starting ability, but it adds complexity to the formula that will need some time to stabilize, and with that added complexity, more item variation is probably needed to add a wider possibility space as one seeks to beat the power curve.
There was a lot of detail in this post of yours, so please give me some time to digest it over a couple more reads, and I'll see what can make it into v1.4, or a later version.
Keep the feedback coming, and I think we can turn this into a pretty amazing game! I want the game to be hard, but I also want it to hit the good notes when XP trickles in and enemies fall in the dozens around you. It's supposed to be a dopamine rush of a game, with high replay value and where getting consistent wins require mastery, but it should be more than just running away while going pew pew with the spark and boom boom with the fireball until the last boss falls.
So, we've got some work to do!
Well, thanks for reading all of that! Of course I know that balancing is a rough ride that mostly ends either in "too easy" mode, or in "too hard" mode. And I get where you want to be going with the game (and I would call that the right direction). (By the way, I was trying some more plays with the axe slash guy, and I even got to see the dragon! (Not that I got to hit it, though.))
Anyway, some more random thoughts:
If the game should require some mastery to win consistently, we should ask where that mastery will be coming from. I think that most of it will be coming from the strategic (high-level) considerations like: what level-up to take, when to go beat a miniboss, when to run for a potion, when to try to collect the gems that were previously left on the ground somewhere else. Since the dragon boss comes in a fixed amount of time, the object of the game is essentially to prepare well for its coming (while not dying in the process). At the high level, I guess this could be considered a game of risk management (risk too little and you will be unprepared, so you won't have much chance on taking out the final boss, risk too much and you get killed). And that itself needs to give the player a way to manage the risks.
The core game loop seems to be very solid, but it doesn't allow for too much tactical (low-level) mastery. There's a couple of things we can do, though. First of all, I think there should be more obstacles and perhaps other "terrain": you can use it to split the monsters or make them get stuck (and of course you can get stuck yourself). That's interesting to manage.
The second thing is that we can "get rid of the conga line". The line emerges so much because of three factors: 1) all the monsters go straight towards you; 2) you don't want to be close to them; 3) all the weapons work best when the monsters are tightly packed and/or as many of them as possible are on the same straight line with you.
Each of these factors can be quite "easily" removed: 1) make some monsters move in other fashion (e. g. if they're too tightly packed let them go perpendicular to make sort of a circle); 2) make the close combat less fatal; 3) add attacks with other patterns (circles or something more spread-out).
Another thing that could be done: let the heroes block 1 point of damage each round. That could allow for more daring tactical maneuvers with more considerations (do I get more into contact and risk getting enveloped, or do I chicken away?), as well as fulfilling the point 2 above, but it won't save you if you really screw up; also bosses do more than 1 damage, so you will still get hit by them.
The latest version doesn't address everything you've touched on (I wanted to get the release out today), but let me know what you think about v1.4 ;-)
I will gladly try it, but I won't be able to do it before Sunday as I'm going away for the weekend. And of course you don't need to address anything that I wrote about, that's just a random opinion and it can certainly be wrong :—). However I read the changelog and it sounds good.
By the way, I managed to beat the v1.3 yesterday with the archer, so it's not as unplayable as I first whined about, but still it's really hard and in some parts I had only little control over what was happening.
Thanks a lot man for your continued effort, well done beating the v1.3! Did you cross paths with the big black dragon yet btw? He's the key to a top secret challenge win ;-)
All your feedback makes my head spin with other ideas too, and plans I have for the future of the game. So even when one of your suggestions doesn't make it in 1:1 it still might be part of a decision that somewhat yield the same result, or is close enough to plans I already had.
All this feedback is super valuable!
Very nice game! I can see this as an official Vampire Survivor-like.
Thank you!
You definitely captured the addictive gameplay of Vampire Survivors here!
The turn-based mechanic fits quite well with the concept! My only gripe is that I wish I could speed up the movement animations so I don’t have to wait for them every time.
My first run was with the archer, and the arrows are a difficult weapon to start off with. You have to run from enemies but then you’ll never hit them when they’re on your tail and you have to soak up a lot of damage.
Next I tried the wizard with the spark weapon and was able to finish the run. The snowballing at the end was really satisfying.
I liked how the level had some special rooms with loot and monsters! The monster variety was nice too.
Thanks a lot Devin! Yes, the different character starter weapons kind of define how hard they are to play, so I should probably have put the archer at number 5 instead of number 1 in retrospect. The Spark mage is definitely the strongest build to start with it seems! I'm glad you got that snowballing experience in the end!
Nice work! Overall solid game, addicting gameplay with the constant leveling up. Had fun playing it.
Thanks a lot for giving it a go Loyd!