Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Aquaregum

18
Posts
A member registered Jul 13, 2025

Recent community posts

Beat me to it. The curse of development (fixing a bug creates a new bug) seems to have struck xD

Here's a weird bug - Rain of Fire does not seem to work once a certain amount of a floor is cleared.

First noticed with only two balrogs, scrolls, and fountains left. Rain of Fire failed to "hit" the balrogs every time. Noticed again (on Floor 5) with about a third to a quarter of the floor remaining.

The spell seems to work if there's more of the floor covered, and I don't know the exact moment it stops working.

Bug Report: Rain of fire seems to kill the user on use (I presume it's randomly making you fight three monsters instead of just insta-killing them)

Still not sure what causes it, but the potion bug seems to happen easily (tested with cheat runs so I could do it quickly, though the first time I saw it was a cheats disabled Ritualist run). Conveniently, it happened on the first potion use each time.

Found a few bugs:

1. HP boosting items (such as the Sacrificial Whip) cannot boost your HP past 30. This makes Floor 5 unbeatable if you have the sacrificial whip (Dragon has 31 power, no items reduce dragon power, rain of fire does not work on dragons).

2. Killing the Firelord seems to only weaken Undiscovered Fireflies. Fireflies that have been revealed keep their stronger form:

3. Here's a tough one: Consumables that reduce damage taken or increase xp (such as stoneshield, stamina, or holy light). Have a chance of their effects becoming permanent - persisting not only after they would normally reset, but through floors and after game overs. It's not easy to consistently reproduce. It seems to happen more often if using a recharged potion/spell, but that's probably just because using them for a second/third time has a means you have more chances for it to trigger:

Once a consumable's effect becomes permanent, additional uses of the same type of consumable also become permanent. 

4 (possible bug): The Shop seems to never produce some items after certain floors (not sure if it's related to how many items you have. Just know that post Floor 3, I rerolled over 100 times and didn't see certain items, including the spellbook and Rain of Fire).

5. Hardcore achievements seem to trigger even if you have retried the floor (noticed on a ritualist run, I assume it affects all classes though)

Also, some suggestions: Could consumables be sorted in your inventory? It'd be convenient for finding specific potions or when you want to stack their effects (like with the stamina potion). 

Related, is there any chance we could get art distinguishing between "filled" and "consumed" potions? Right now you have to click on each one to see if it's useable, and that can be a bit of a pain and/or make you miss that you forgot to use one of your health potions, etc

Any chance of combining coins into a single stack of like coins and/or not showing them in the inventory? Copper coins especially take up a lot of space, and it's not like they have a persistent passive effect.

Finally, could you consider removing the business card's "extra xp per level" debuff? Thanks to Minotaurs and Gargoyles no longer being considered humanoid, it's pretty close to the pickaxe in utility (and worse than the pickaxe on Floor 1, even without the xp debuff).

(2 edits)

A couple of quick bug reports:

1. Rain of Fire does not seem to refresh when using a Magic/Faerie Fountain (tested with cheats enabled so I could run multiple tests quickly - not sure if that affected it).

2. (Presumed Bug) Uncovering a NON-tired faerie when there are no empty tiles for the faerie to flee to prevents the faerie from spawning a fountain. (Unsure if it gives its XP reward).

3. The Ritualist's description still claims they start with the "Ritual Kris" even though the Ritual Kris was replaced with the Sacrificial Whip a few builds back.

A couple suggestions

1. Could we get a few extra non-number icons to apply via the flag menu? Maybe different color flags or question marks? It'd be nice to be able to mark some tiles where you're not sure of the contents but want to remind yourself of something (e.g. if I kill a minotaur, but haven't found its chest, it'd be nice to mark the tiles that were adjacent to it so I could focus on them later, and it would be nice to mark a couple of tiles when I know a mine is in one of them so I know to be cautious).

2. You've mentioned that items have different rarities, but as far as I can tell, there's nothing telling a player what rarity an item is (save for finding it in a chest of a specified rarity). This makes it really hard to gauge the usefulness of the dice/topaz amulet, among other things. Could you add something indicating rarity (maybe different color item backgrounds?

Dungeonsweeper is easier than Dragonsweeper. If you just want something more like a "longer version of Dragonsweeper" maybe you could try turning off items in the settings? (If you want a greater challenge, you can turn it off in the settings only after you've started a game as the Ritualist?)

(2 edits)

Floor 5 is certainly a marathon. Has a nice epic feel to it. If you do allow extended runs, just doing it over and over again with an ever strengthening dragon would prove a nice challenge.

Of course, it's so big it didn't entirely fit on my phone screen, prompting me to mess around until I figured out how to pan the floor, and while I was messing around I found that little secret xD

... speaking of which, that secret's always been there? You mean I could've cheesed the Ascetic achievements instead of doing them the hard fair way? Woe is me. /jk

I noticed you added a way to get money directly from the secret god menu btw. Having that and the "reroll" that makes the shop sell all items is certainly going to make it easier for me to test items when I update my guide.

EDIT: Also, am I imagining it, or did you make it harder to accidentally stumble on the god menu? Feels like now I have try to access it a few times before it actually opens, but once it opens once I can toggle it at will.

(2 edits)

I stumbled on something I think you meant to disable before uploading the latest build. I'm going to be vague, since I don't want to help other people seek it out, but I think this picture should make it pretty clear what I'm talking about.

By the way, I have confirmed it's accessible on all floors, not just the 5th.

Also, "bug" report: The Balrog gives 0xp after being killed xP

As of right now, the Love Potion seems to permanently reduce all Lovers' powers (as opposed to just the next one you fight). While this does make it extremely strong and leads to some hilarious situations, it should probably be fixed. 

Two minor bugs and one thing that I don't think is a bug, but am reporting just in case:

The bugs: Green slimes don't appear in the library when present, or rather, they appear and as counted as blue slimes, and the dragon always shows as having 11 power in the library, even on deeper floors.

Possible Bugs, Probably intentional: XP required to level never increases past 30 on level ups, and max HP never increases past 23 on level ups. (e.g. if a player requires 30 xp to level up and does so, they will fully heal and possibly gain 1 max HP (if an odd level, and max HP is below 23) but will still require 30 xp to reach the next level; if a player has 23 max HP and levels up, they will fully heal, but max HP will never increase). Here's a merchant that reached this stage on Floor 3 and again on Floor 4.

For anyone who's new/interested, I have put together an item guide for the game. I may update this later to be a more general guide, or may not update it as new builds come out (it was a lot of work), but hopefully some of you will find it useful.

Noticed some strange behavior when using Mass Teleport on floor 4. Some moved monsters turned into white squares/tiles with their power listed on the white square. At least some hidden ("?") tiles stayed in place (such as the cyclops').

Unrelated, but something that would be nice to have is "endless" floors below the 4th. No achievements for them, just there to continue runs/for bragging rights. Probably easiest to generate them like a 4th floor but have the dragon increase in power each additional floor (possibly by more than 2) and/or apply a stacking sacrificial whip effect each additional floor.

It would be nice to be able to continue a good run to see how far you could take one.

Thanks for that!

Thanks for a quick turn around. Unfortunately, it seems a new bug slipped in with 4.1. Namely, if clicking on a tile would reveal a scroll, the scroll now gets auto-used. E.g., if you click on a heal chest, it doesn't put a heal spell on the tile, it auto-uses one (a problem since heal and item chests seem indistinguishable), ditto for collecting xp from a defeated lover, hitting an unrevealed tile that has a heal scroll, or killing slime wizards, liches, or pipers.

It's not such a big deal for the auto-reveal/disarm spells, but auto-using heal spells results in a lot of overhealing and removes the ability to strategize when to use heals, making the game a lot harder.

It seems that after the recent updates, the pickaxe no longer works. (Confirmed on first two floors, using the miner). Could you take a look into it when you have the time?


Also, a random idea. Right now, once you have the "annihilator" achievement there's no benefit to completely clearing a floor. Would it be possible to add a little cash bonus or bonus item (maybe by having an item chest spawn) for when a floor's been completely cleared?

Though Dragonsweeper is more refined, I'm actually having more fun playing this game. 

There is one major quality of life improvement I'd like though, as of right now, it seems to be impossible to mark tiles on mobile. This doesn't break the game, but it is annoying.

...Also, is it even possible to get the Advanced/Master Annihilator achievements? I haven't been able to find a way to kill the Balrog, so there's no way to totally clear floors 3 and 4, unless I'm missing something. 

It would also be nice if there were a few more rewards for achievements. Maybe say, having certain achievements give some money and unlock a shop prior you could use prior to the first floor?