Author Topic: The Forgettable Dungeon: Early Access Release  (Read 424915 times)

This is loving cool. I'm so hyped. Please give us a chance to test it. Atleast a kickstarter. We beg you.

Quoted for pageloss:



your previously used character is a boss
Your previous character that won the game is a miniboss.

Also, I was thinking that this could use the same bones system as nethack, whereas you die, but can find your corpse again in another playthrough, and loot your items again, but the items may or may not be cursed.

Your previous character that won the game is a miniboss.

Also, I was thinking that this could use the same bones system as nethack, whereas you die, but can find your corpse again in another playthrough, and loot your items again, but the items may or may not be cursed.

A shadow version of you would be neat to fight.

I like the idea of the bones system in nethack, but at the same time I like that each playthrough is self contained and no progress is saved from the last run. I need to find some other secret or interesting way you can interact with your statue/grave or whatever.

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A new sleeping in beds gif:


I like the idea of the bones system in nethack, but at the same time I like that each playthrough is self contained and no progress is saved from the last run. I need to find some other secret or interesting way you can interact with your statue/grave or whatever.
you could make it a config option for those who would rather not have it

Will there be different game modes besides the standard exploring of dungeons?

Hog/Race mode: Players compete to see who gets the furthest
Penny Pincher: Players compete to see who gets the most loot
No damage/Extreme: 1 hit kills for you and enemies
Rescue: Players work together to save a princess/chicken at the end of a dungeon
Boss run: Back to back boss and miniboss action
Speedrun: More enemies, timed, faster movement

No damage/Extreme: 1 hit kills for you and enemies
This doesn't really work with the game's design unless combat is more movement based.

This doesn't really work with the game's design unless combat is more movement based.

Yeah, right now the combat is turn based, though I'm still not sure if this is the best for the design of the game.

The only problem I've found with it is the players most of the time don't realize that the combat is turn based and they wonder how they're getting hit.

I really need to think of a simple way to convey to the player that the combat is turn based without the need for a tutorial.

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Earlier I finally fixed a pathfinding glitch that had eluded me for months, so now the monsters always track you down when angry.



I took this screenshot during my impending doom  after reading an aggravate monsters scroll.

This game looks very cool! Might check it out one I get my laptop.

Sweet! The aggravate monsters was weird before.

The game has come so far from what it was. :D

Thanks for the comments guys, just submitted the game to round 2 judging of boston fig, hopefully I get picked to be in the indie showcase.

Potentially I can also win a shiny award, which I could then put on my desk to gaze upon from time to time.

If the combat is turn based, how will that dynamic snake boss thing work? Or will it also move every turn?

I think he was joking there.

You were joking there right this isn't turn based we've seen gameplay footage of it.

If the combat is turn based, how will that dynamic snake boss thing work? Or will it also move every turn?

I think he was joking there.

You were joking there right this isn't turn based we've seen gameplay footage of it.

The bosses are real time fully, the individual guys you fight works like old elder scrolls games. You hit them they hit you, it's sort of real time turn based.

Edit: So basically you move in real time but you trade hits when hitting enemies.

if there's something similar to boston fig on the west coast would you come over