Introducing Dungeons of Infinity

A talented individual known as Justin Bohemier has transformed the classic Super Nintendo hit, A Link to the Past, into a procedurally-generated roguelike dungeon crawler. Over four years in development using Gamemaker Studio with the original assets, the game ‘Dungeons of Infinity’ aims to offer a new and challenging experience for fans.

Key Features:

  • Procedural Generation - Each playthrough offers unique layouts, enemies, and items.
  • Link’s Nemesis Aghanim - The ultimate challenge lies in encountering Link’s arch-enemy, Aghanim. Survival depends on navigating the dungeons until reaching this final boss.

The creator emphasizes that no continues or extra lives are available, adding to the game’s difficulty curve.


What do you think about applying roguelike elements to classic games like ‘A Link to the Past’? Have you encountered similar fan projects?

  • Jack Sparrow@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    1
    ·
    6 days ago

    Version 1.1.1 Download: https://files.catbox.moe/tog3ip.zip

    VirusTotal scan: https://www.virustotal.com/gui/url/0a7808e5bbc2826da17cea32e41ec69447e971d34c74f3042d395ce01bebe926

    Version 1.1.0:

    Bug Fixes:

    • Fixed exploit where you could drop/pickup stuff in between doors and it would clip you out, allowing you to access places you aren’t supposed to. Now there’s several checks that see if you’re colliding with a door partially, fully, and if you’re facing the door. All these checks make it so you can’t glitch out the game like this. Now you can’t throw an item into a door, even if standing outside of it, but you can still throw one from a door if you’re facing the room, making it still possible to shelter yourself and throw orbs and such out the door towards enemies. You can still drop an item while in the door and pickup items, it just won’t allow you to throw it depending where you’re facing as mentioned above.
    • Fixed other door issues, like when picking up/using items while in a house doors it would glitch out, or if facing perpendicular in a door way you can lose your item if dropping it/throwing it.
    • Fixed buggy Treasure bag that would gobble up people’s gems.
    • Added safety measures to make sure the user file is read properly. Some users files got corrupt, or the system had permission issues causing the file not to be read and crashing. If there’s an issue now, it prompts the user and creates a new file now instead of crashing.
    • Added safety measures when reading arcade highscores and crashing because of possible corrupt or unreadable user file, same issue as above. If there’s issues reading/writing the highscores, default values will be used when playing, or not saved when ending.
    • Fixed glitch with cape when warping, it would still use up magic during the warp and if you ran out during the warp, you would stay invisible unable to decloak until you reached the next level.
    • Fixed and improved several situations which can cause unavoidable damage from moving spike blocks and rolling spikes. They may still exist, but would be much more rare if they ever did.
    • Fixed a rare case where a treasure altar was completely in the way of a switch block, making it impossible to pass though.
    • Fixed rare bug where spike block would be covering part of a warp, making it impossible to use it.
    • Fixed glitch with pendant of direction and HUD turning off map or compass icon if standing on one when inventory was full, they should always be visible if you own that pendant.
    • Fixed bug where if you used the medallion from the inventory, you can still walk around during the fireworks
    • Fixed exploit with the King, if you said no to exchanging the medallion for the key, then dropped the medallion, then when king asked you again and you said yes, he would give you the key even though the medallion wasn’t in your inventory, allowing you to keep the medallion.
    • Fixed rare crash with music engine
    • Added fix to low-health sound still playing after defeating Agahnim
    • Fixed minor inaccuracy with Link’s pickup-up animation
    • Fixed bug where if you rename your user name to “” (blank/nothing), it would erase your user. Now you can’t name or rename your user with a blank name, it won’t let you proceed, unless you hit cancel or type a real name.

    Changes:

    • Added option to replace the 9 character skins with custom ones. See data\characters folder for more information, instructions on how to load custom skins are included.
    • Made the stopwatch freeze the enemies instead of turning them into stone, much more satisfying shattering a bunch of frozen enemies instead. Stopwatch is now blue.
    • Minor item balancing

    Version 1.1.1:

    • Patch version to fix game-breaking pot/chicken glitch where you weren’t able to throw them back down. A very simple error in my code caused game-breaking glitches where people on some occasions weren’t able to put down pots/chickens. This was hard to detect since you had to strafe sideways out of a door in order to activate it, so most people who walked through doors normally weren’t affected, and which is why I couldn’t replicate it, I usually walk through doors normally.
    • While I was at it, fixed spelling mistakes (“shenanigans”, “pecs”)
    • Jack Sparrow@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 days ago

      Version 1.1.2 Download: https://files.catbox.moe/ymgm0x.zip

      VirusTotal scan: https://www.virustotal.com/gui/url/84bb266f1573fde4e52802d4e0db4dc8fba5ac2d816d500fa88e53b0bc90ec9c

      Version 1.1.2:

      • Bug Fixes:
      • Fixed exploit with final boss where you can access the inventory at the right frame and able to drop items to use during the fight.
      • Fixed glitches with stopwatch and improved certain things.
      • Fixed incorrect sprite frame in Link’s walk cycle while holding an item. This affected some of people’s custom sprites.
      • Fixed sand leevers glitching out in rooms with stairs where they were starting on the upper floor-level, and spawning back on the lower floor-level where Link was, but their internal level was still upper causing link not to be able to hit them. I just removed leevers from rooms that had stairs.
      • Fixed glitch with next level map being shown for 1 frame if you descended with map and/or compass
      • Fixed treasure platforms sometimes causing items to drop next to edges if opening a treasure close to the edge and inv was full. Treasures now always have a larger gap between the edges and treasures.
      • For the hackers who found a way to add the star to the inventory, it now won’t glitch out when using a warp while star is active. Normally stars are only found on the ground, can’t be added to inventory, and wouldn’t spawn if there’s a warp in the room. Stars cancel when exiting rooms so there would usually be no way to go through a warp while star is active so I never bothered to check this. Note: if hacking the game’s variables, it’s very possible you may break the game. Also please don’t submit bug reports if you hack the game and it breaks.
      • Fixed issues with cape and warps. I couldn’t find the bug where after arriving from warp the magic would stop draining, it worked fine for me on all tests. So I decided that when using a warp, you just uncloak automatically. This would prevent any rare bugs.
      • Fixed bug where you can “use” a bomb or gem while holding a bush, then it would pick up the bomb but the bush would stay in the air. I made you absolutely cannot use an item from the inventory that you would pick up if you’re already holding any other item.
      • Fixed bug where if you warped into a room that had a secret door, the pendant of secrets wouldn’t alert you, only if you left the room and came back.
      • Fixed decor like bones covering up spikes, making certain patches hard to see.
      • Improved the issues with pots and switches being unreachable if spikes were in the way. Now spikes won’t generate in a room if it has a key, or pots with door switch, or any switch in general. You may still encounter pots unreachable because of the spikes, but now they wouldn’t contain anything that’s needed to pass the level/room. They would be there if you can use the cape, or don’t mind taking a hit to see what’s inside. The problem was difficult to solve, so this was an easier solutions.
      • Fixed rare glitch where pots could spawn over monuments.
      • Fixed spelling mistake (lens)
      • Other minor fixes

      Changes:

      • Changed the cape behavior, it now decloaks you if you equip any other item
      • Added the ability to reveal vines using arrows, and with your candle/lamp by walking up to them and pressing the action button.
      • Increased chance of finding kinstone monuments by a bit.