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Game statement

Basement Crypt
A browser game made in HTML5


Game Name: BASEMENT CRYPT


Concept statement:

A young man tumbles head‑first down a staircase into a dark basement. Dazed and disoriented, he looks around to find only dusty furniture and forgotten boxes. But as you progress, the basement reveals itself to be far larger than it should be stretching into twisting corridors that slowly shift from an ordinary cellar into a sprawling dungeon crypt beneath an abandoned castle. Along the way, you’ll encounter allies and enemies alike… though some may not be what they seem.

Inspiration:

My game is inspired by games like Undertale, Deltarune, and Earthbound, especially their pixel art, strange humour, and the way their fighting systems are unique without being overly difficult to use. Another game is the binding of issacc. i love the darker and gritty elements of this game, and how it pulls the player into its world with its environments. I’ve always liked games that slowly change as you play, where the world shifts in ways you don’t fully notice at first, and the atmosphere becomes something different from what you started with, like games such as hollow knight and its landscapes. That idea has stuck with me for a long time. I actually began making this game years ago, but I never managed to finish it back then. Now I’m able to remake it with more experience and a clearer and easier way of making it (not in raw java code).

 

Backstory:

The story of the game goes like this: the main character always hear rumors and stories about the basement of his childhood home. Nothing ghost like or supernatural, jus that the blueprints didn’t quite match the layout and odd trinkets had been found down there.  When the man returned years later to his childhood home after his fathers passing, he decies to start clearing out the basement, as he opens the door he slips and it locks behind him, tumbling down the stairs.

The basement is different. Its not the same one he remembers, almost as if it isn’t the same basement anymore. It stretches in ways that dont fit the original layout, and rooms that weren’t there before now sprawl across the underground. The deeper the man goes, the more the rooms shift into something different, more worn down and castle-like.  He starts finding notes, objects, and pieces of the past that hint at someone expanding this place beyond what could be possible. Some of the things he meets are friendly, but some aren’t. some sell items and some seek battles.

His goal is simple. Figure out why the basement is changing, who built all of it, and how to get out. The world slowly reveals more and more about its history as you he moves through, and the character learns more and more about what his future holds.

[Player sprites]

[old man sprites]

[Wizard sprite]


Key features:

core movement and mechanics

The opening area introduces movement and interaction at a steady pace. Players start with simple navigation and basic obstacles, then gradually learn how to handle more complex layouts, enemy patterns, and environmental hazards as they explore.

Movement should feel smooth and responsive in tight hallways and open rooms.

  • Slow to medium base movement speed
  • shift for sprinting
  • clean animations

environment challenges

The basement is dangerous and unpredictable. Even though it’s a top‑down RPG, the environment still matters. Players need to manage resources and avoid hazards while exploring deeper areas.

Possible hazards and survival elements that i want to add:

  • Toxic pools or corrupted ground (?)
  • Limited stamina or oxygen depending on the area
  • Dark zones that require a light source
  • Rooms that slowly drain health unless protected

gear upgrades

i want players to find upgrades that expand their movement and combat options. These upgrades help them reach new areas, survive longer, and fight stronger enemies.

Examples:

  • Short‑range super speed
  • Weapon upgrades
  • Armour upgrades
  • Grapple or hookshot to cross gaps or pull objects
  • Extra stamina or oxygen capacity
  • Tools that let you break obstacles or access locked areas

References

Undertale, Toby "radiation" fox , https://undertale.com/

Deltarune, Toby "radiation" fox, https://deltarune.com

Earthbound, Nintendo, https://www.nintendo.com/en-za/Games/Super-Nintendo/EarthBound-771110.html

The binding of issacc, Edmund Millen, https://www.nicalis.com/games/thebindingofisaacab/

Hollow knight, Team Cherry, https://www.hollowknight.com/

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