A downloadable game

(Treasure Seeker is in heavy development, is not complete, and will feature bugs)
Last update : Friday 5th 2023 - Released Demo version 0.6d


---INTRODUCTION---

 

To the left, the right, or straight ahead...

Make a fast path through the dungeon floors, improvising with what is revealed before you, fighting enemies before the light runs out...
Use items and collect Artifacts to try and reach for the top of the Tower, and find the ultimate reward to assert your title of...
Treasure Seeker!

 

---HOW TO PLAY---

In the Dungeon, 3 (or more...) options will stand before you. They are called OPPORTUNITIES.
Pick the Opportunity of your choice to progress in your Journey, and collect the best items to come back home alive!
Gather Gold to buy new items, and Knowledge to become stronger with Upgrades. Find Artifacts to complete your collection of Treasures. Be careful in your Journey as if the Light runs out, or if you are mortally wounded, you won't be able to bring all of your loot home. So pick up what you can, and find reach the top before it's too late!

 

---CONTROLS---
(arrow keys and num pad recommended for Keyboard)

F2 : Toggle FPS
F3 : Adapt Screen to Window Size
F4 : Toggle Fullscreen
F5 : Reset

If your controller is not detected, press X (Xbox) or Square (Playstation) once in game.


Download

Download
Treasure Seeker (0.6d).zip 311 MB

Install instructions

Performances tested on a Quad Core 3.5Ghz, 16Go RAM.
Maintains 60+fps unless visual effects are played (fighting animations)

Comments

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(+1)

That was fun. I really like how instantaneous all the gameplay is.

Thanks for the play and comment!

(+1)

You got it.


I'd like to see a version with more emphasis on skillful play and less emphasis on out-of-dungeon progression.


I like the idea of time being limited by light and food, but it feels like my ability to stay in the dungeon a long time is 95% how much I've upgraded outside the dungeon and 5% (or less) the choices I make on any given run.


I think there's something really fun possible here where choices (still made quickly! and under time pressure) feel more meaningful within each run.


I also didn't notice or discover any overarching goals of deep runs. I think the way dead cells handles this with different areas accessible after finding 'runes' and paths through the different areas leading to different bosses is really neat. I'd enjoy this game more if I went in thinking, ok, this time I want to make to to level -20 and kill the so-and-so monster.


Just ideas. Really good effort here setting up a TIGHT gameplay loop inside the dungeon that feels really good. Thanks!

(+1)

I had a plan of making it into several places indeed during the summer development, with targets and objectives on certain floors, but I am going to refocus on having one Tower again as I'm still playing with the scope of the game. I'm going to keep that idea of using a run to target something specific though, I'll see if I can keep quests in, or boss seeking.


Doing my best to pursue the development and if you try another version I'll hope it suits you.

Cheers.