Malloc Quest 2 is a rouge-lite action-rpg, heavily inspired by the likes of Hyper Light Drifter, Risk of Rain and Burriedbornes. Your goal is to gather artifacts, acquire equipment, hone your skills, and reach the top of the labyrinth to find the answers you're looking for.
This game was a passion project i started in 2020. I worked for roughly 2 months on it during my freetime. The game was made in Unity.
All programming was done by myself. Most of the assets used are modified placeholders from other sources.
Notable features:
- Procedurally generated floors (fixed room layouts)
- Updating minimap
- Dynamic enemy pathfinding
- Multiple enemy AIs and boss AIs
- Player locomotion system
- Modular skill and inventory system
- Item sets
- Modular buff and debuff system
- Equipment skills
- Loot system
- Vendor system
As of now there are:
14 enemy types
36 usable artifacts (49 items in total)
10 usable set bonuses
21 usable skills (27 in total)
27 different status effects
16 different equipment attributes
20 different room designs
5 contracts
Artifacts
Artifacts are the cornerstone of the system and have the most influence on your playstyle. They provide powerful bonuses in the early stages of the game and later on define your build with their series bonus (like item sets). You are limited to 14 unique artifacts in your inventory with only 7 of them having an active effect on your character at a time. Depending on what set bonuses you get you want to adjust your equipment and skills accordingly, though in certain situations you may want to adjust your artifacts to your skills or equipment.
Skills
Skills are special abilities used by your character to give them an edge in a fight. They can range from simple damage abilities to magic attacks, heal or utility spells. While the spells you currently can obtain are random, you can influence the skills your character starts with, with a contract.
Contracts
You may or may not choose a contract before starting a run. The purpose of a contract is to reduce the randomness and stir your character into a vague direction. The mage contract lets you start with a magic spell and tends to give you magic power and increased max sp on your equipment, while the warrior contract will favor hp and attack damage. Currently contracts only influence the equipment you get and your starting skill, but that is subject to change once more artifacts and skills are added.
Equipment
Equipment is supposed to give your character main stats and certain situational abilities. Equipment has higher scaling in the later stages of the game, but you may only hold 2 equipments (1 weapon and 1 accessory) at a time. Changing your equipment may result in a drastic power difference and the unique passive abilities can lead to very different runs even when using the same build multiple times.




Play it here: https://trytomatie.itch.io/mq2
Look at the project: https://github.com/trytomatie/Malloc2