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The Wishgranter is an Action Dungeon crawler inspired by Classic Legend Of Zelda and traditional Roguelikes.

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Latest Updates - End of 2017


The last two months of updates were skipped, this is mostly because I had nothing at all to show since most of the work done was behind the curtains. But now to close the year I have some pretty exciting new things to share. Let's jump in.

1. Stunning Skeleton Warrior

Here’s the finished Skeleton Warrior, complete with his new Shield Bash attack!

This guy’s attack is unstoppable, so attacking him while he’s winding up an attack will likely end up with you getting a massive hit. That being said, attacking him while not winding up an attack will end up with him going into his defensive stance were he blocks 80% of the damage!

Skeleton Stun Attack

As if that wasn’t bad enough, after blocking a couple of attacks he will retaliate with an aoe (Area of Effect) shield bash that causes minor damage and also stuns the player for 3 seconds, leaving him open to a sword swing for massive damage.

2. Cross Dungeon Trigger Systems

So I just put a lever in game to be used as sort of cross-dungeon trigger mechanism. The lever and whatever it opens don’t have to be in the same room or even in the same floor. This allows me to make doors that encourage or force the player to do some dungeon exploration in order to proceed or find side treasures.

crossdungeon trigger system

3. Status Screen

I added a simple status screen where you can see the current characters general stats and the current traits. I still need a tooltip system where players can see a short description of traits and each attribute but it will do for now.

status screen

It is now also possible to navigate between different in-game menus without having to close the current menu and then open the other which was a massive pain.

4. Dramatic Deaths

To break away from the boring coding for a while, I added a new 4 color shader and a slowdown effect on death for added drama. Still needs a bit of tweaking on the colors but it’s feeling pretty good now!

dramatic death

5. Completely Re-Done Side Weapon System

Most of the side weapons are ranged so I decided to overhaul the entire system to introduce ammo and proper aiming. The player can now aim in any direction when a ranged side weapon is equipped as opposed to only being able to throw/shoot in the direction the character was looking. This only makes sense since enemies can come at you from any direction and the previous system left the player with huge blind spots.


Also, in the previous system, side weapons were only limited by a cool down and had unlimited ammo, which was fine for weapons with a longer cool down, however with the new weapons that I am adding I needed to have shorter cool downs to allow rapid firing so having unlimited ammunition made them feel over powered. The player will now be collecting a general 'ammo' item that covers all ranged sub weapons. Each weapon will have it's own 'ammo used per use' attribute which determines the maximum ammo carried by the character.

ammo hud

In the GIF above you can see the first of the new weapons (Shotgun - more below) working with the new side weapon HUD. The light outline around the gun icon shows it's loaded state and the red bar on the side represents the remaining ammo. Upon loading the icon gives off a little flash that helps the player notice it's done loading without having to look away from the action. Of course since the each of the weapon's parameters are procedurally generated the HUD is built to be completely dynamic.

6. Shotgun!

So as mentioned above, the first new side weapon is a Shotgun! The Shotgun fires small pellets at medium speeds that individually don't cause much damage but all together pack a good punch so while not very useful at a distance, it is absolutely devastating up close.

ShotGun in action

Like most other things in The Wishgranter, the Shotgun has multiple attributes that are procedurally generated for added variety. So depending on it's rarity and value, the following attributes are variable:

  • Pellet Count
  • Pellet Speed
  • Pellet Spread
  • Pellet Damage
  • Ammo Usage Per Shot (explained above)
  • Recoil Strength
  • Fire Rate

The Shotgun is just the first of the new side weapons and I hope to add much more in 2018.


That's is all for 2017.
I am currently aiming for an initial release on steam early access sometime in 2018. That being said I can't promise anything since I do not want to rush the project and release too early. What I can promise is that the game will be finished and it will come out someday when it's ready.

Stay tuned on the project's tumblr devlog and my twitter for the latest updates.
Hope you like the project so far and thanks for reading!

Have a great 2018!

Latest Updates - September 3rd

Latest Updates - September 3rd

News 1 comment

Character Selection systems are complete and a new enemy is ready to start haunting the dungeons!

Latest Updates August 6th

Latest Updates August 6th


Here are the latest developments on the Wishgranter. Most of the work done this month was focused on combat feel and enemy AI improvements.

Latest Updates - July 4th

Latest Updates - July 4th

News 1 comment

The Wishgranter has been Greenlit on Steam! Here are some stuff that has been implement since including a new DodgeRoll feature, Dungeon Generation Improvements...

The Wishgranter - Action Roguelike - now on Steam Greenlight

The Wishgranter - Action Roguelike - now on Steam Greenlight


Action Roguelike inspired by Classic Legend of Zelda, Dark Souls and Traditional Roguelikes. Now on Steam Greenlight!


I'd like a hardcore dungeon crawler, aka Zelda classic styled game.

Reply Good karma Bad karma+1 vote

Look great! ;)

Reply Good karma Bad karma+1 vote

Voted. Good luck with the project !

Reply Good karma Bad karma+3 votes

Great work. Following this project.

Reply Good karma Bad karma+3 votes

Very visually polished, really great work.

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Latest tweets from @wishgrantergame

RT @RunWTheWolves: Nothing much to show since I'm working on back-end dungeon generation code stuff so here's a long GIF with all of t… T.co

Mar 19 2018

RT @RunWTheWolves: Messing around with this dead hands trap thing. Might get back to it eventually but it's good enough for now! //… T.co

Mar 14 2018

RT @RunWTheWolves: Revisiting this guy to add a couple new attacks before I call him done. @WishGranterGame // #pixelart #artT.co

Mar 6 2018

RT @RunWTheWolves: Testing the octoboss guy's last attack...Too much?? // #indiedev #gamedev #pixelart #roguelike T.co

Feb 24 2018

RT @RunWTheWolves: Octoboss is almost done. Just some polish and tweaking left and then I move on to polishing the other boss that I h… T.co

Feb 24 2018

RT @RunWTheWolves: Octoboss death #animation is done! Kinda broke my heart making this coz I have really grown to love this guy :( //… T.co

Feb 19 2018

RT @RunWTheWolves: Octoboss is almost done. I just need to finalize one attack and add Death #animation. Man I feel like I've been wor… T.co

Feb 12 2018

RT @RunWTheWolves: Working on some explosions and effects for @WishGranterGame // #pixelart #art #animation #indiedev #gamedevT.co

Feb 11 2018

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