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Synopsis

Unravel the mysteries of the Ancient Ones in this top-down Dungeon Crawler RPG that features the Takodachis by Ninomae Ina'nis from hololive English, unlock new abilities from within and call upon the skills of past Takodachis to reach the Ancient Ones.

Collect potent items as you traverse the Labyrinth and utilize a plethora of Elemental Affinities to defeat the many Takodachis who guard the Labyrinth.

Danger looms with Abyssal Mode which causes Takodachis to be lost forever should they be defeated in battle.


Controls

Z: Confirm / Normal Attack

X: Cancel (Hold to run)

C: Grid View

A: Item Menu

S: Set Move

D: Diagonal Walk

Enter: Menu

(Control bindings can be remapped in game for both keyboard and controller.)


The Lexicon

Found on the second to last floor of every Labyrinth is an archive of past Takodachis as well as the abilities they had once possessed. Takodachis who use the Lexicon will be able to learn a variety of Assist Skills that they would not be able to learn through leveling up.

 
The very first floor of the Labyrinth even has a special Lexicon that grants access to any Skill that has been previously recorded, including Melee and Magic based Skills. 


Affinities

Melee and Magic based Skills will oftentimes possess an elemental Affinity which deals double or half damage to certain kinds of enemies based on their innate weaknesses.

Using a Skill that an enemy is weak to will grant an Encore that lets the user perform another action before their turn ends. Enemies are also able to receive an Encore by dealing effective elemental damage.

Elemental Affinities in Submerged Mystery: Takodachi are classified as Fire, Aqua, Elec, Wind, Light, and Dark.


Skills are divided into three categories, Melee, Magic, and Assist. Melee Skills require a percentage of the user's HP in order to be used and the damage is determined by the user's Strength stat as well as the enemy's Defense stat.  


Magic Skills require a fixed amount of the user's MP in order to be used and the damage is determined by the user's Magic stat as well as the enemy's Resistance stat.  


Assist Skills require a fixed amount of the user's MP in order to be used and perform a variety of effects such as raising stats, lowering the enemy's stats, recovering health, and more.  



Ailments

Certain offensive Skills have a percent chance of inflicting an Ailment onto a Takodachi on hit, there are even Assist Skills that are guaranteed to inflict an Ailment if they are not avoided. These Ailments have many different ways of affecting combat before they wear off after a certain number of turns.


Burn: Deals a fixed amount of damage across 4 turns.

Poison: Deals damage that gradually increases across 4 turns.

Shock: Increases the odds of taking a Critical hit. Lasts for 2 turns and wears off upon taking damage.

Dizzy: Greatly lowers the accuracy of Skills and attacks. Lasts for 2 turns and wears off upon taking damage.

Blind: Halves the damage dealt by offensive Skills and prevents the evasion of incoming attacks. Lasts for 3 turns.

Seal: Prevents Assist Skills from being used and causes any selected Assist Skills to fail. Lasts for 3 turns.


Stats

Each Takodachi possesses a distinct Stat spread that becomes more pronounced with each Level Up. Consult the Status Menu to see if a particular Takodachi is a balanced, mixed attacker or if they specialize in one kind of attacking type.


HP: The amount of Health Points a Takodachi has to withstand hits.

MP: The amount of Magic Points a Takodachi has for Magic based Skills.

Strength: Determines the amount of damage dealt by Melee attacks.

Defense: Reduces the damage that would be taken from Melee attacks.

Magic: Determines the amount of damage dealt by Magical attacks.

Resistance: Reduces the damage that would be taken from Magical attacks.

Speed: Determines the turn order for using Skills and attacks. Affects the accuracy and evasion of attacks.

Luck: Increases the Critical hit chance and decreases the odds of taking Critical hits. Affects the accuracy and evasion of ailments.


Filters

Within the Settings Menu of the Main Menu is a distinct feature that applies a palette of 4 colors onto the game for added replay value. Select between 22 palettes that are themed around hololive English as well as 3 retro inspired palettes. Swap between the modern and classic 8-bit soundtracks for the vintage experience.


Disclaimer

Submerged Mystery: Takodachi is not affiliated with hololive or Cover in any way. This project was made within the hololive Derivative Works guidelines (https://en.hololive.tv/terms). All visual and sound effect assets were specifically made for this game. All music assets within the game were derived from content belonging to hololive and Dova-Syndrome.

Email: Moonblu015@gmail.com
Updated 2 days ago
StatusReleased
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorVelveteen
GenreRole Playing
Tags2D, Anime, Dungeon Crawler, hololive, Pixel Art, Retro, Roguelike, Singleplayer, Top-Down

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Submerged Mystery - Takodachi.zip 121 MB

Comments

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thank you for making this, this is pretty fun to play! I haven't completed the game yet, but have spent some sweet hours w/ it to experience the majority of core features -- so here are my initial thoughts (ctx: I run HoloJam):

<this was done 2024-07-15, on release day>

- I dig the wide variety of choices in the soundfonts and themes frfr, it's a visual fun feature but I appreciate this sort of attention to detail and customization

- that is a sweet and lofty premise... ayo? I will be the first takodachi to win lets GO 😤

- the controls are uncommon, but simple to learn and also remappable! glad you left the defaults in the game description, but I would also recommend introducing the player to them the first time the game opens, if they're unfamiliar / if you launch on Steam for accessibility!

- I really adore the classic nature of this battle system, it feels good and rewarding when you do attacks right + pretty punishing when you mess up or overextend... early on it is pretty simple and there's not much strategy, but as you progress, it gets more involved and you begin to require strategizing to survive (affinities and debuffs both). reminds me a lot of Pokemon Mystery Dungeon, and does well to honor that base -- the battle core does not differentiate itself as much in core gameplay except in the Lexicon (which is a nifty multi-run enabler for skills) and the distinct matchups of enemies + how to defeat them, but it is still fun regardless!

- I do wish there was a way to more easily view the status effects of an enemy as you uncover their weaknesses / strengths... unless it's here somewhere and I'm crazy LOL

- menu navigation is effective, but the input feels a bit long! i.e. not very snappy, which impacts how quickly you can navigate the UI (expected to be pretty quick for this style of game)

- the map navigation is pretty clean, I like its procedural nature. I do think there could be more of + more varied tiles that the player can trigger or avoid, to increase the sense of tension (not necessarily difficulty) the player should get when navigating these dungeons!

- the bosses between levels are a good touch! I like the base setup where each boss can have some cool mechanics and even require the player to move around the arena -> would like to see more in this direction!

- I like that the floors get increasingly crazy w/ progress, but I did feel during tanking / after defeating enemies (once you overcome the power jump), the loop became as simple as nav'ing the dungeon for loot and then going on to the next... combines with the interactive environment point above, could be something there to multiply the engagement factor

- the enemy power jump between levels is noticeable! you'd best be prepared to step up or steadily grind it out until you're powerful enough to continue LOL (even with limited tools/skills to do so early on, I enjoyed this)

- the shop items are varied, and feel pretty balanced to use -> does take a bit to build up currency to unlock the more powerful items, but thought the ramp-up in earning was balanced to justify the power scale and thus felt good

- I also dig the character development when not running Abyssal, thought it was a good idea because the game's progression is more accessible to less-hardcore players

in short, fun quirky takodachi dungeon action! will definitely playing until I complete the game using different tako types 🙇‍♂️

Great game

(1 edit)

Very fun game, the Pokemon Mystery Dungeon gameplay was a very welcomed surprise. I wish that the different Takodachi's you play as were a bit more diverse in there stats and gamplay, but overall it was very fun to play and I could see you doing more in the future with this idea and give it more of it's own identity (if you end up doing any more with it.) 
The music was very nice as well. The 8-bit was a neat addition, but modern was more to my liking. The art is very simple but it works for what it is. Would be nice if the animations were a tad more smooth instead of being 2 frames, which can lead to things feeling very stiff and jumpy. But cute none the less!
I would like to see the UI be a bit smaller, it take up alot of space on the screen and can be rough seeing what it coming from the top or top right corner of the screen.

Overall, I like! Look forward to an update to this, or any other games you might make going forward!

(Edited Note* Oh also, when you start up the game, you should make it so hitting any button get you to the main menu. took me a second to realize I had to hit 'Z' to progress past the logo. Makes it come off like you are stuck at the logo and that the game is bugged, would help streamline getting to the actual game)