Sleight
A downloadable game for Windows
Sleight whisks the player away to an enchanted mansion full of cantankerous contraptions. With only a deck of magical cards, each infused with unique spells, you're tasked with navigating the ever changing halls before you finally encounter the mastermind behind this devilish machination!
Sleight is a Virtual Reality roguelike, developed for the VIVE and Oculus Rift, where players fight against mechanical enemies in a procedurally generated Victorian manor. Using a magical deck of cards, players cast spells on themselves, enemies and the environment around them in order to defeat their foes. Throughout the game players will build a specialised deck, and their strategy, as they defeat rooms of enemies and find new cards. Waiting three floors away, there is a battle for the ages, but they must be careful, for if they fall they must begin again!
Credits:
Designers: Jacob Bloem and Jake Haydon
Programmers: Tyler Marcelis, Erick Watson and Ben Hilder
Artists: Hudson Liebelt and Daniel Hood
Status | In development |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Authors | Cutting Cards, Tyler Marcelis, Erick Watson, JakeHaydon, DefaultDann, WolfieOnFire, Artamis |
Genre | Action |
Tags | Magic, Procedural Generation, Roguelike, Roguelite, Virtual Reality (VR) |
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This is a lot of fun, and also a lot of chaos! I can't aim the fireballs, so I'm spamming shields and freezes until I get Dragon's Breath lol.
Not sure is it feature or a bug. On WMR your real hands about elbow in VR, so it feels like you using long sticks, instead of hands. And magic `shoot` about 15 degrees higher that actual hands direction.
I love the idea of bringing cards magic into VR, thats feels fresh. Also I see mana on cards, but not sure where I can see player mana
hahaha definitely a bug. We didn’t have any WMR headsets to test on so we couldn’t configure the offsets for controls etc. Sorry!!! We’d love to update it to work with that and the Index in future. Thanks for playing anyway and thanks for the feedback, we had a really great time developing it :) Player mana and health is displayed together, the glowing runes on the scroll surrounding the vial tattoo are the mana points. With more time we could have weighted mana and improved awareness of the MP to make that mechanic feel more important, but instead we just made mana regen fast enough for it not to hinder the gameplay. The code is all there, it just needs to be balanced/tweaked to “feel” good. We’d also like to improve the tutorial etc (it’s the painting on the wall of the spawn room, if you feel like re-visiting it).