You do a good job recreating the classic dungeon-crawler experience. I had some suggestions, but literally all of them you are already implementing in your new RPG (better text font, arrows to indicate which enemy is targeted, order of battle, etc). It's encouraging to see that a game like this can be done in 2 months!
Magic and Metal Zero: Tower of Metal
A downloadable game for Windows and Linux
Magic and Metal Zero: Tower of Metal is a turn-based, five-character dungeon crawling RPG inspired by games such as Wizardry VI, The Bard's Tale, and Thunderscape. Explore and conquer five dungeon levels teeming with monsters, machines, and experience points! This game was developed in two months for the Summer RPG Jam 2020 and includes about 2-4 hours of content.
If you enjoy MM0, keep an eye out for my next RPG, Minerva Labyrinth.
The story so far
The alchemist and engineer known as the "mechanist" operates a successful tourist attraction some distance from the city, showing off her remarkably lifelike clockwork contraptions. Rarely seen in person, she prefers to let her mechanical servants handle her guests (and their money) as she toils in her laboratory - until the day she rode into town in a panic, looking to hire a team of adventurers to storm her own tower. She has apparently lost control of her experiments, and the tower is now overrun with haywire servants and angry creatures. Enter the tower, put a stop to the mayhem, and claim your lavish reward!
- Uncover the secrets of the tower across five themed dungeon levels
- Battle 13 enemy types and two bosses in turn-based combat, each with their own powers and tactics
- Outfit your party with 30 spells and dozens of weapons and armors
- Configurable controls for both keyboard and gamepad
- Optional tutorial mode for players new to dungeon-crawling
- Comprehensive manual includes detailed rulebook and puzzle solutions
- Save your game anywhere
|Author||Midnight Spire Games|
|Made with||Bosca Ceoil, Unity, Audacity, Aseprite, Bfxr|
|Tags||blobber, Dungeon Crawler, Fantasy, First-Person, Pixel Art, Retro, Sci-fi, Singleplayer, Sprites, Turn-based|
|Average session||About a half-hour|
|Inputs||Keyboard, Gamepad (any)|
|Accessibility||Configurable controls, Interactive tutorial|
Click download now to get access to the following files:
- Updated to v1.09 - Small Enhancements and FixesDec 18, 2021
- Updated to v1.08 - Crash FixJun 13, 2021
- Updated to v1.07 - Keybinding Fixes and What's NextJun 09, 2021
- Updated to v1.06 - Keybinding and Other OptionsDec 23, 2020
- Updated to v1.05 - Tutorial ModeDec 16, 2020
- Updated to v1.04Dec 12, 2020
- Updated to v1.03Dec 08, 2020
- Post-mortemSep 05, 2020
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I had a nostalgic summer of playing Might and Magic III-V (ok still wrapping up darkside) and it set me to wanting to make my own 8/16-bit crpg, which led me to here!
Lovely game, really enjoying how you are covering a gamut of design elements from 80s dungeon design to Etrian-style combat. I'm hung up on mapping thru the spinners/teleporters, lol, but that's a me thing- I only played Curse of the Azure Bonds in the 8-bit era, and mostly the less bastardy M&Ms in the 16-bit era, I was too little to have the patience for Wizardry's maps or Bard's encounters.
And oh! The characters! Got a big smile when I saw that it wasn't just elves and orcs and such.
This game is fun, and it's interesting to play a game that's running on parallel inspirations to what I've been thinking about for a few months. Thank you very much for sharing it with the world!
This was wonderful and I'm looking forward to more rpgs from you.
Really great classic RPG and easy to understand. Your effort shows. Well done.
So I beat the last boss and get a lot of text. Was there suppose to be more? Also, there is a door on the first floor I still can not get through. Is there any way past that door? Is there another ending?
Hi! Thanks so much for completing the game. I hope you enjoyed it.
The text after the final boss is the end of the game. There's only one ending. I could probably make this a little smoother and more clear than just kicking the player straight back to the title screen, so that it doesn't look like a bug. I'll give that some thought.
There's nothing beyond that locked door, and there is no way to open it. When I first designed that level on paper, the layout and events were a little different and you would have needed to explore that area. As I was working on it, I changed some things around and just ended up not making use of that space. I left the door there just for fun, pretty much.
Thanks! I really did like the game. The reason I wondered if there are more than one ending if that some questions were asked that do not really get answered. Yet, thank you for clearing up my previous questions.
The conclusion isn't as satisfying as I would like. I was pretty much making this up as I went along during the jam, so I just decided to leave it a little bit open-ended. I might revisit these events later on in another game.
Since you finished the game, do you have any feedback on what worked well and what needed improvement? I mostly only get feedback on the first floor, so I would be interested to hear what you thought about the rest of the dungeon.
I wished the automap worked while on the library. I also noticed that the designs of many of the enemies were just variations of each others. For example, the rats had three or so variations. The robots also had such variations. I would like to have seen each enemy kind being unique. Other than that, this is all I can think of.
Wow, I'm in love with this game and its lovely pixelart! It feels very classic and at the same time is very original with its unique setting and atmosphere. I'm eager to see more from this fascinating universe! Fantastic work. :)
Thank you! I definitely want to make more Magic and Metal in the future. Let me know if there's anything I can improve on.
Amazing turn based rpg!
Excellent visuals-audio and fun turn based gameplay!
Still the controls could use a little improvement especially the keyboard shortcuts for each action (which you should also have an ingame visual on the relevant area since you can only access the help from the main menu).
Some examples of a little weird shortcuts (nothing major but I still needed to hunt down the manual for them):
TAB for ingame menu (instead of using ESCAPE since TAB is usually used for Map shortcut)
only using Q,E for switching characters on inventory, magic, etc (instead of also using Arrow Keys or even 1,2,3,4,...
Thanks so much for the feedback!
In-game control help is a good idea, I'll look into it. The character switching is a bit tricky since the left/right arrows are used to change pages between equipment, spells, etc., so switching characters needs different keys. Maybe pgup/pgdn could work for this since they're close to the arrow keys. At one point during development I did have numbered shortcuts - I can't remember if there was a reason I removed them. I'll take another look.
Input rebinding is on my to-do list, so that should make things easier once it's ready.
Let me know if you complete the game (or if you have already), I'd love to hear your final thoughts.
Thanks for making such amazing turn-based rpg! We need more turn-based rpg!
I am currently playing the linux version (which play perfectly on my linux mint OS).
I will post here my thoughts when I finish game.
FYI: to open all the panels I am using TAB and select from the menu the panel I need. At least for me, the combination of TAB and arrow keys (which are also used for movement, enemy selection, etc) feels better than using the other shortcuts.
Using the above control scheme I think 1,2,3,... feel better for character selection.
In any case if input rebinding is on your to-do list we can always change the keys from our end.
Some people said it couldn't be done, but here it is.
The successor to Wizardry 7.