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Geondun -- Dungeon Crawler with 432 party combinations

Yes that would probably work, but I find that to be bad game design. When you start out you should be ready to go. Sure, you should buy better weapons early on, but if you have to sell off your starting items in order to survive to the SECOND level, there's something wrong with the design. If that's intentional, then this clearly is not the game for me.
 
-Could you point out the typos? I didn't notice any in my own playing, so...!
-I've been getting mixed feedback on the view range. We'll see how/if it changes, I guess!?
-A second release will have a 305% chance of fixing the 'omg no skill!!!!' problem! You are not the only one to complain about that. =D
-The difficulty is inspired by the first floor of Etrian Odyssey. Selling your starting items is actually NOT recommended since Action Juices and Horatio Cures cannot be purchased anywhere, so no, that is not an intentional strategy! If anything changes, the monster strength will be the same but I'll cut back their HP a little bit. Also, the addition of first-level skills should help alleviate some of these issues... hopefully.
-Random encounters aren't changing, sorry. :< I have no problem with touch-encounter battles (see Demon Tower for details!) but they're not what I want for this game.
-The escape ratio is going to be canned in favor of a flat 85% escape rate (and turned down to 30% or so for story bosses). Right now it uses the default Agility-based formula.

Thanks, second_crimson. Two questions: 1) what party did you use and 2) did you have fun, or did the constant runs to the inn make it not-fun?
 
I haven't needed Action Juices yet and I didn't sell any Horatio Cures. I've sold the Juices and Elixers in two different playtroughs and in neither I've regretted that decision.

Anyway, I've had three "stack level to deep" errors so far. I know that one of those errors happened after I pressed F12 and this may also be the case for the other stack level errors as well, but I can't remember. All stack level errors occurred when an enemy cast a spell however.
 
I didn't write all that I noticed down, but I do remember somewhere in the character creation mode was the word "Rmember" Like I said, nothing major.

With the view ranges, maybe you could have an option to change it? Or perhaps you could (assuming you haven't already implemented this) have certain treasures/equipment increase your view range.

I think the actual strength of the monsters is fine, and a little scaling back of their HP couldn't hurt. I think having first level skills will help out immensely.

The random encounters thing is not terrible if the other problems can be fixed (difficulty/skills). I like the flat 85% chance escape though.

I had a party of a Kesu magus, Elven rogue, Human paladin, and Orc blackguard. I did have fun with what was there and I think it can be a great game if it is rebalanced.
 
The only possible way to change view range currently is to walk around in a lighted hallway.

Has anybody attempted Godstopper, Maw of Prij'a or Garan Ulsong yet?
 
Crazetex":oi42yfiu said:
Has anybody attempted Godstopper, Maw of Prij'a or Garan Ulsong yet?
I've beaten Godstopper with both parties and Garan Ulsong with the Paladin/Blackguard party only. If Maw of Prij'a is the other imp that isn't an imp when you fight it, then I've beaten that one as well.

Goodstopper felt like a good fight. I beat it roughly when I was about to run out of MP, so it seems well balanced. The rewards were high, my parties shot from level 5 to 7 and level 4 to 6 respectively.

Garan Ulsong has great music, but I'm not so sure if it's well balanced. It's attacks did rather low damage making me suspect it isn't designed to fight heavily armored characters. As it is, the fight was rather easy.

Considering the rewards, I assume the game is meant to be over after that battle. My characters jumped from level 7 to level 15 and got a ridiculously overpowered weapon.

If Maw of Prij'a is who I think it is, it put up a fight at first, but when I returned with 99 healing items it became easy. I don't really have anything else to spend my money on at this point anyway.
 
Necrile: :cute:

Crystalgate: Oh, cool! Yeah, Maw of Prij'a is the first 'imp' (also in one of the screenshots). The bosses were meant to be rewards for beating the tech demo part of the game, so they weren't terrifically well-balanced. Garan Ulsong does less damage because he gets an extra attack--I wanted him to be a decent fight. And yeah, he gives a ton of EXP and both the imp battles dole out top-notch equipment because, well, why not? They won't be in a full version of the game (and yes, that was The End).

Glad you liked the Garan Ulsong theme. =D
 
I gave the Land Fill a go with my mixed party. The fight against the Maw of Prij'a went something like this:

Maw of Prij'a shakes it branches.
Ouch that hurt! The Dwarf Paladin takes 22 points of damage.
The Magus takes 56 points of damage.
The Magus dies because the boss sneezed on him the other round.

That confirms it, avoid weak classes like the Oriental, Rogue, Magus and Evoker.

Anyway, I have a suggestion regarding consumable items. Make them cheaper, but lower the limit from 99 to something in range of 15-25. You have set up the game so that the player runs a greater risk off running out of healing than getting wiped out (bosses being an exception) and 99 healing items disrupt that balance. I suggest you make them cheaper because they are currently way to expensive at the beginning.
 
That... that is a very good and easily-implemented idea. Thank you, Crystalgate. I'll definitely do that. =D

/me wanders off into the KGC Library to get the number limiting script...
 

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