Ancient structures thought to be dormant are suddenly unleashing terrible monsters! Join a band of skilled fighters, and protect the land.
Seals of the Bygone is a class based co-op rogue-lite platformer. Play as one of many Sealers each with varying abilities and play styles to fight back the forces of chaos.
- Explore the randomized levels
- Defeat Enemies to earn gold and experience
- Level Up and grow in strength
- Purchase Items to gain new powers
- Die ...and unlock new stuff! :)
Meet the Sealers
Each Sealer has four abilities. Typically a basic attack, two core abilities and their "omega" ability. Each kit is designed to be simple to use at first but deep enough to reward mastery.
Building your Character
Upon Leveling up, your Sealer is granted additional stats. The stats you receive are determined by the Sign you attune to. Signs allow you to further customize your Sealer to suit your play style. Signs are chosen during character select before you begin a run.
Items in Seals of the Bygone are designed to synergize with anything and everything, allowing for creative play styles to emerge mid run. Collect them by opening chests, buying them from shops, and defeating enemies.
Abilities come in two varieties, Attacks and Skills. Some items are designed to benefit attacks by granting bonuses to attack speed or applying on hit effects. On the flip side some items benefit skills by lowering cooldowns or triggering unique effects on cast. Knowledge of your character and their abilities is vital to building a powerful Sealer.
What's with the Seals?
Seals can be found in each level, they act as a secondary objective. Each Seal has captured enemies within, but not for long as the power to contain them is fading quickly! Seals will unlock after an amount of time, spawning a group of enemies into your game. Once all the Seals are unlocked, the Boss Seal opens! You must defeat the boss to complete the Level.
SotB seeks to reward players who take risks and learn game systems. Sealers (that's you!) can unlock Seals early to gain bonus experience. If you defeat the enemies within the seal you are rewarded with a void chest. Void chests contain lots of gold and items but can only be opened with keys found by exploring the level. Thus to earn the most rewards you must balance combat and exploration.
Enemies & Bosses
Enemies in SotB have a clear role. Most of them have low health and act in a fairly predictable manner. In a one on one fight they don't really stand a chance, but in a large group you have to be aware of the strengths and weakness of the horde to succeed. The chaos of trying to fight huge hordes of enemies is half the fun of SotB. Throw a couple of friends and some crazy items in the mix and now it’s a party fit for a Bygone!
Bosses are a huge part of SotB, and a personal favorite game mechanic of mine. Each boss should create unique combat experiences, with clear weaknesses. The smart player should be able to capitalize on these openings to gain an advantage in the fight. Being so large and complex, they take a while to create so check out some of the work in progress fights below.
About The Dev
Hey again! It’s me rologfos! After running a successful Kickstarter campaign for WaveLand my previous big game, I decided to give it a go again! A little bit of backstory if you don't know me. I've been making games and drawing pixels since I was 12, and I don't plan on stopping any time soon! Seals of the Bygone began as a way for me to manifest my love for designing characters In the MOBA game style. Restricting everyone to 4 ability buttons not only forces creative design but also simplifies controls. The goal being to have a huge variety of play styles with potential for individual player skill expression. If you know me from WaveLand you're probably familiar with Smash and by extension the concept of picking a “main”. SotB mixes the fun of mastering a character with the chaos of a couch cooperative rogue-lite. Anyway I hope you enjoyed what you saw, I bet not many people will read this far into the bio :)
Risks and challenges
After my last project WaveLand, I'm pretty familiar with the rhythm of developing and updating backers. That being said, game development tends to throw unexpected curves your way. As the sole creator of the game It's all on me to make the project a reality. That's why I keep the scope of my projects quaint. The biggest challenge to overcome is releasing on time, I've set the release window as "Early 2020". This should give me enough time to polish the game and really make something worth your time.Learn about accountability on Kickstarter
- (27 days)