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Playable Demo
Play now the latest version! here
Hello!
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I'm Santiago Zapata, a game developer who loves developing turn based computer
roleplaying games. You can see my work at http://slashwareint.com
Some months ago I started developing a game with an idea in my mind: I wanted to
make people being able to experience the fun of a roguelike / dungeon crawler game, without
the high entry barrier currently created by outdated and overly complex interfaces, and I wanted them
to be able to do it from their smartphones and other portable devices. I had been looking for a game like
that and could never find it, it was time to create it!.
I set into that journey of development, and today I can say the foundations are laid out, but I think it's time to take it to another level...
I'm launching this campaign because with your help, I'll be able to make the game even more accessible, fun and
artistically pleasing, so that it can be enjoyed by a lot of people in the world.
There's an existing playable version available at http://slashwareint.com/ananias;
this campaign seeks to complete the game by implementing new cool features, polishing the game experience immensely, and making
it available to all major platforms HTML5 based development allows.
What does this game play like?
Gameplay is designed to be simple and fun; just after tapping on the title screen you
will find yourself into the game. Your goal is to survive about 25 levels, and fetch
an ancient artifact located at the end.
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The levels in the dungeon are randomly generated every time you play, so you have
to explore the level gathering useful equipment and looking the stairs to the next level,
while avoiding death and managing your limited resources.
- ...will you drop your spare weapon and carry this potion with you, knowing it could be useful on the next level?
- ...will you risk attacking a group of enemies to fetch that powerful armor that could save your life? or will you better run away to save your hitponts
- ...will you withstand the enemy attacks to reach the backrow and kill the fairy who is constantly healing all others?
- ...will you carry with you that powerful weapon to use it against strong enemies two levels below, even if that means using up inventory space and attacking with a weaker weapon?
The odds are against you, but if you die there's always a chance to start again and wish for better fortune
There are a lot of mobile roguelikes out there... what makes
this one different?
Ananias is designed from the ground up with the idea of a
straightforward user experience for a touch screen device; interactions
are optimized so you don't have to waste time with cumbersome movement,
while still allowing you to explore the dungeon and fight the dwellers
of the dungeon.
A simple gameplay is also a strong design focus; the game is designed
for you to be able to do quick playthroughs, trying to delve deeper into
the dungeon every time.
There are 28 enemy types, each with an unique feature that makes him
stand apart from the rest. We are favoring uniqueness versus quantity in the monster design. Let me show you some of them!
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Satyr: This mystical race inhabits the temple ruins, they move quickly so keep an eye on them! |
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Necromancer: These sorcerors meddle with the realms of the dead, they can summon undead servant to do their command |
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Fencer: Masters of the swords, they are able to easily disarm their enemies leaving them at their mercy |
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Demonspawn:This dark demonical race is able to warp next to their enemy giving them no chance to escape their doom |
The game is being developed using the phaser.io library, one of
quickest growing frameworks for HTML5 mobile development; it has great
integration with CocoonJS, which in turn is capable of generating
native packages for a lot of platforms.
What we need and what we'll do
The original campaign we had launched was not successful, we have adjusted the project hoping to be able to still make this come to life!
We are looking forward for 1499 USD, with this money we will able
to include the following:
New environments
The game currently has a single environment (The Temple Ruins); it needs a bit more variety to make it interesting
for the players, there will also be optional branches the players can go through for further adventure and loot!
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Following is the layout for the main dungeon:
- Temple Ruins: Centuries ago it was as a place of worship, now it's overrun by monsters.
- Cavern of Chaos: Located beneath the temple ruins, these caverns mark the entrance to the underworld.
- Underground Lagoon: A giant subterranean water reservoir.
- Crystal Caves: These dark depths are adorned by multicolored crystals, old as earth itself.
- Darkness Abyss: Deep below the surface of the earth where all dead spirits rule.
- Hell: The domains of the Draconians, a dark place devoid of all life.
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Locations will also be made more interesting by adding special
rooms and features spiced by awesome pixel art, as well as hidden
artifacts to complement the plot. For this I'll continue working with the master pixel artist Denzi, whose work
includes large contributions to the Dungeon Crawl Stone Soup graphics and many other projects.
I'll also add illustrations for the new locations, the player will see them once he gets there
Companion Monsters
Monsters you can train to aid you in your quest! There will be 3 different base
monsters with different abilities you can choose from the beginning, they will evolve into different monsters if you
find special spells into the dungeon, gaining new skills.
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Other Game Features
- Short cutscenes, similar to the old Ultima Games, for the Intro, Game Over and Victory, to help immerse players into the game.
- Minibosses, unique strong monsters, they'll pop up at the end of each section of the dungeon and will give out special rewards.
- Allow saving games.
- Add journey memorial screen resuming your accomplishments and allow sharing it.
Polished User Experience
One of the most important points will be to ensure the game is very easy to get into. I'll test thoroughly in as many devices
and with as much people as possible.
This will probably require revamping the UI through several design iterations, and I'll also need assets to make that happen.
Soundworks
Musical scores for each environment and sound effects made by Ashton Morris specially for the game! there's a sample of his work here:
Distribution
- Cover art and other concept media: For displaying the game on the application stores and other distribution channels.
- Optimized mobile native deployments (Android / iOS)
- Publishing on app stores
Let's talk about the perks
When development of the game is finished, there will be a free version
and a premium version with added features. Contributing to this
campaign entitles you to the premium version, along with additional
perks.
All perks are cumulative, pick a high level perk and you'll get all the benefits from lower level ones
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Lynx - 1 USD
Access to the premium version of the game.
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Jackal - 5 USD
All "Lynx" perks plus...
A virtual postcard with art from the game, signed by the developer
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Warrior - 10 USD
All "Jackal" perks plus...
- Access to the special funders version, in which you start with special branded equipment
- You'll be credited as a funder in a section of the game website
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Knight - 20 USD
All "Warrior" perks plus...
We will include you as a named knight of darkness, a monster that might pop up randomly into the game, including your name on it's description.
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Hero - 50 USD
All "Knight" perks plus...
CD with the Original Soundtrack
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Summoner - 100 USD
All "Hero" perks plus...
We will include a new monster race to the game, based on a description you'll give us, this includes doing a special sprite and programming its abilities!
Help us spread the word so this game can become a reality!
All Pixel Art on this campaign page was created by Denzi, take a look at his website!
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