Beat it first try. It was fun. More different kinds of enemies (that is, abilities that enemies could have to make them different from one another) would be nice.
Great! Maybe we need increment the difficult.. Yes In updated versions we will add more diferent defiances and enemies.. What skills do you think we could add to enemies??
Deals one (additional) damage to each hero in the room on turn end
Regenerates 1 hp per turn
Takes 1 less damage from attacks
Negates the first attack against it each turn/action
Moves 1 space towards the nearest hero at turn end if the room is empty, blocking other events it moves onto until defeated
Summons other enemies
deals damage to heroes passing through adjacent rooms unless they pass an agility check
On hit, teleports the struck hero to a random empty room
deals damage in torches rather than hp
Must 'unlock' (using a certain amount of certain die faces) to attack each turn. Probably should only consume the needed dice, not an action, or should need very few die faces and/or be reserved for bosses.
Invincible until a certain other monster is found and defeated
Places a weaker version of itself in all adjacent empty rooms on defeat
Exists in two separate rooms at once and both halves must be defeated in a single turn to kill it.
A random hero takes 1 damage each turn end until the monster is found and slain.
Each hero must make a trap disarm check v.s. 1 damage at turn end until the monster is found and slain.
A chosen hero must make a trap disarm check on turn end or the party loses a random item (the items are recovered when the monster is slain).
below your title before clicking on the game replace 'rogelike' with 'Roguelike'. In the first paragraph remove 'and interesting mechanics.' as it holds no real meaning. paragraph 2 replace 'defiance' with different.
Within the game: on english the fountain exhausted phrase isn't changed
fountain text fixed! We're interested in your opinion. Did you enjoy it? Were you able to make it to the end? Is there anything you didn't understand because there was a lack of explanation?
Was really fun especially for a prototype. Really liked the differences between characters. Made it to the end with no deaths so maybe increase difficulty if there's a full release. Understood almost everything cause your tutorial video covered all aspects really well by showing all potential beginner short falls and visual communication was well implemented. I would change the extra movement visual indicators to something like blue or green cause grey makes it look like their empty. If more then 5 die are gained their effects still apply but their not visually shown. Hidden traps are still shown in projected fog of war even though their hidden.
Although one can never be sure do to hidden treasure I suspect the new spikes floor is in the loot table for the stairs key without a way to be destroyed leading to the generation of impossible to clear floors.
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Beat it first try. It was fun. More different kinds of enemies (that is, abilities that enemies could have to make them different from one another) would be nice.
Great! Maybe we need increment the difficult.. Yes In updated versions we will add more diferent defiances and enemies..
What skills do you think we could add to enemies??
Enemy skill ideas:
Wooo, you have many good ideas! Probably we take some :)
Interesting some for bosses..
We think in a spider that capture in a web your heroes and need some hands or swords to free.
Ty for your ideas!!
below your title before clicking on the game replace 'rogelike' with 'Roguelike'. In the first paragraph remove 'and interesting mechanics.' as it holds no real meaning. paragraph 2 replace 'defiance' with different.
Within the game: on english the fountain exhausted phrase isn't changed
Good observation. Ty!
fountain text fixed!
We're interested in your opinion. Did you enjoy it? Were you able to make it to the end? Is there anything you didn't understand because there was a lack of explanation?
Was really fun especially for a prototype. Really liked the differences between characters. Made it to the end with no deaths so maybe increase difficulty if there's a full release. Understood almost everything cause your tutorial video covered all aspects really well by showing all potential beginner short falls and visual communication was well implemented. I would change the extra movement visual indicators to something like blue or green cause grey makes it look like their empty. If more then 5 die are gained their effects still apply but their not visually shown. Hidden traps are still shown in projected fog of war even though their hidden.
Oh! Ty! We are happy that the game has been well understood!!
"Hidden traps are still shown in projected fog of war even though their hidden."
- We should fix it jeje
We are very grateful for your feedback!!
Fixed! https://pumpkinggames.itch.io/dungeon-defiance/devlog/929470/update-v012
Although one can never be sure do to hidden treasure I suspect the new spikes floor is in the loot table for the stairs key without a way to be destroyed leading to the generation of impossible to clear floors.