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Nice and chill game. I could see myself playing this some more in the future. Roll applicants for dungeon diving, compare and contrast stats, reroll again for a new batch then watch their skills in action from whatever awaits in the dungeon. I like how the dungeon team comes out from the camp or hiring location and walks around. It's a small thing with a big impact in atmosphere. You could definitely do some fun stuff with that like doing idle animations and interacting with other objects in the scene. It looks like there's seven stats so far and I assume the 100 means health if there is health. The zero above the 100 must be a level or something similar. Definitely curious how the game will develop further. Right now, it's already raising up fun questions like are there different areas to embark to or is it one dungeon that's extremely tough and since the dungeon is tough, does it require multiple embarkments, parties or runs to reach the bottom or anything of interest? Then that raises the question of if since you can return to camp, can you choose to dungeon crawl for a certain amount of levels then come back and if so do you have to heal your dungeon team? If you have to heal your dungeon team, does the team heal passively or is there a cost involved and if there's healing then maybe there's also some kind of preparation system before you embark. That system could be to buff up your dungeon team temporarily for one embarkment at a cost or you need certain kinds of characters to cross certain kinds of areas. Imagine there's a broken bridge, so you need to bring along a wizard who can use levitation to carry the team across it. After checking the area across the bridge, you could see if it's always worth going to or if it was a one-time experience that's fully looted now. I suppose it depends if every dungeon embarkment is different or if it's always the same. If it's the same then you could understand you only need to prepare certain types of characters at certain moments. It's like a limitation that allows for puzzle-like areas where since you always need a wizard with levitation or a ranger with a rope, that you can't always bring some other character you want like a super heavy tank who's really good at defending against a dungeon minotaur. The pathing makes me think there could be a lot of different kinds of pathing later on too like how tower defense games are where they wrap around or come together.  You mention some town management which could be interesting too, since dungeon crawling might be profitable then a town might build itself around a dungeon. That could lead to a variety of scenarios. I'm looking forward to what you get up to with this game.

nice thank  you for this comment brother lots of good ideas. hopefully if my programming skills are up to it the plan is to add lots more depth and interaction especially with the heros