Welcome to your new job as a roguelike dungeon creator! Your task is to make dungeons for heroes to try and run through over and over.

Important:

If you're interested in receiving updates on when new builds are uploaded there are two options. One, you can follow me on itch as I'll be posting devlogs with each new build and itch should notify you depending on your settings. Two, you can download the "Thank you!" text file which will make you an "owner" and I can email you directly when a new build is posted.

This was the best way I could find to do notifications but if you have any ideas on a better way, please let me know!

Rules:

The cards at the bottom are used to play chambers on the map. The chambers must go from the starting chamber (the yellow one on the left) to the ending chamber (the one on the far right). If the hero can't get to the ending chamber they'll just sit there and starve to death. There are 4 different types of chambers:

- Trap (spikes) - a pass/fail trap that will damage the hero if they fail.

- Puzzle (switch) - a puzzle that takes time to solve

- Combat (sword) - a monster you have to fight

Each chamber has a chance of giving you some gold. A higher agility stat increases these odds. The gold can be used to buy a random chamber card. The cards cost 3 gold.

The hero has two vitals that they need to manage. Health and hunger. Hunger ticks down steadily the entire time the hero is in a dungeon but resets when they finish the dungeon. Health is damaged by traps and monsters.

The three stats are:

- Agility - Gives you a better chance at avoiding traps (The ranger has more agility)

- Wits - Helps the hero solve puzzles faster (The wizard has more wits)

- Fighting - Makes you fight better (The warrior has more fighting)

That's it, try to survive as many dungeons as possible!

What data is being captured for the analytics?

No user data is being captured other than an anonymous signifier of your play session so I can group the captured data by session. If you're curious, here's exactly what I'm capturing in version 0.2:

  • Which hero is picked
  • What killed the hero (hunger or health)
  • The outcome of trap chambers and what agility the hero had
  • Every time a hero succeeds or fails a puzzle and their wits
  • When the hero crits, hits, or misses a monster, how much damage they do, and their fighting stat
  • When a monster hits or misses
  • When the hero picks up a health potion and how much health it heals
  • When the hero gets gold and their total gold
  • When the dungeon is incomplete causing the hero to starve to death
  • When the player buys a card and how much gold they have
  • When the player attempts to buy a card but doesn't have enough gold

Let me know if you think I should track any other data.

StatusPrototype
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
AuthorLandon
GenreStrategy
Made withGodot

Download

Download
Thank you.txt 97 bytes

Development log

Comments

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I played the game for 5-10 minutes and I like it. I think it has potential. However, the switching mechanic is confusing and I would like it to have more meaning and give a clearer sense of what is going on. Maybe you could include a fast minigame or some funny text to make it more engaging. The hunger mechanic is cool, but I think it would be better if we could choose whether to buy food or a room. 

Also, I noticed that, sometime, when playing with the wizard, rooms don't have doors to neighbouring rooms. I think it would be better to make sure that all rooms have at least one door connecting to another room. Or at least clarify where the door will be positioned so we choose strategically.

Good game sofar, Keep at it!

Thanks for playing! A minigame is an interesting idea I hadn't considered, I'll have to think about that some more. I definitely want to add more funny text to explain what the hero is doing.

The hunger mechanic is definitely getting a bit of a rework, I've gotten a lot of feedback on that.

The door bug you noticed is for sure an issue. I'm working on a fix for that because it happens with the other heroes as well. The chamber placing is a little wonky overhaul.

Thanks again for playing the game and the feedback!

You are taking feedback with a big heart. You are on the right path. I wish you a good luck and can't wait for your next video.

Played a few times and it pretty fun! Great potential. I think i found two bugs. 1: The last room i put down only connected to previous room, not the next already built room. 2: I got a hp pot before i started fighting a monster and it hit me but my hp didnt go down, then it hit again and it did go down. He didnt miss or anything, im sure. Maybe the players HP have no max hp and the texture bar for the hp does have a max value? idk.

Still gj!

Would be nice to have the end room ( the goal ) to have a different color just like the beginning, or maybe a staircase up/down to next floor

(+1)

Thanks for the feedback! You're dead on about the hp thing, I keep forgetting to fix that lol and yeah the room connection can sometimes be weird, definitely something I need to work on. I agree about the end room, it definitely needs a differentiator. Thank you for playing!