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It's been a few months since I released Ogre Dungeon on PC, Web, and Android. I haven't touched it at all since I've been finishing Neverspring Chronicles. After I was finally done with Neverspring I went over to GameJolt and played some Ogre Dungeon. I found it pretty enjoyable and so a few days later I booted up the Android version on my phone and I hated it.

The Web version on GameJolt is a copy of the PC version with a totally different UI layout than the Android's portrait mode version. I had to ask myself what I was thinking because after playing the PC version I couldn't stand the portrait mode and having so much of the screen covered. I think initially I was going for some sort of Gameboy-style hand-held thing with the UI but the cleaner landscape mode just feels way better. So the first thing I am going to do is convert the Android version to the PC/Web version's UI and screen layout. There are also a couple small bugs that need fixing.

Once that's done, I am going to be pulling this project back into development. I was talked into keeping things simple by constricting the game to it's core gameplay loop but there are actually supposed to be 3 different adventure modes that you play back-to-back. Since nobody is playing yet anyway, I'm going to go with my original vision. The content is already done, I just need to connect everything.

There is a simple story thread that connects these 3 adventure modes.

- You are a young and inexperienced adventurer who bragged and exaggerated your way into the bed of the innkeeper's daughter
- You tried to sneak out but the innkeeper caught you and demanded you fulfill your boastful promise of retrieving the Golden Ogre in exchange for his daughter's hand.
- Thus you enter the depths of Ogre Dungeon (1st adventure)
- You escape with the Golden Ogre despite the odds, marry the innkeeper's daughter, and retire in style with all the gold from your loot
- Years later an evil sorcerer comes for the Golden Ogre and kills your wife in the process
- You go on a quest of revenge, vertical scroller style, to slay the evil sorcerer (2nd adventure)
- You defeat the evil sorcerer but at the cost of your own life
- Darkness... only darkness... then suddenly you awake on the shores of some island
- An old man explains you have been damned to the Isle of Dishonor for failing to protect your wife and becoming consumed with revenge
- The only way off the island so you can
rest in peace with your wife is to redeem your honor
- You go on a quest of redemption, in a mix of classic Zelda-style mapping and classic Rogue combat, exploring the Isle for a way to restore your honor (3rd adventure)
- You must locate upgrades, find and clear dungeons, and break the curses of the Isle for a chance to enter the Dark Castle in the mountains where you must fight your final battle
- Do all this to win the game and reunite with the innkeeper's daughter in an honorable afterlife 


The game won't be going heavy into the story. It isn't that kind of game. It's more just a guide or explanation as to who you are as the character, what they are doing, and why they are doing it. The different adventures are more about the shifts in gameplay modes while keeping the same character alive throughout. Just remember, it's a Rogue-Like so you can save your progress but you can't die. Dying wipes your save.

- The first adventure is the Ogre Dungeon in classic Rogue style. Semi-randomized dungeon maps with classic Rogue combat.

- The second adventure is the Road to Revenge in vertical scroller style. Inspired by the idle game genre, the player character constantly moves upwards in a vertical scroller and attacks everything automatically on sight. Your character is on a rampage so you do not control your character's movement and targeting but you can assist the little rage-filled guy by upgrading him along the way and controling when he uses items and skills.

- The third and final adventure is the Isle of Dishonor in a mixed classic Zelda and classic Rogue style. Envision classic Rogue movement and combat on a classic Zelda map where there are tons of little maps connected at the edges so that when you get to the edge of the screen it travels to the adjacent map. There are also dungeons and upgrades around the island just like in classic Zelda but your movement and combat is turn-based just like in classic Rogue.



Like I said, this content is already completed for the most part. Both the 2nd and 3rd adventures are fully mapped out and functional, I just need to combine them. So hopefully it won't take too long.


In the meantime, I am waiving the $2.50 price for the PC/Android versions since the game is going back into development. 

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