Thanks for your kind feedback 🙏 Indeed the chaos fairy is one of the most annoying monster, but the game makes sure you have something to defeat them easily :-)
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Thanks for the report 💯 I basically agree with everything you say.
- Yes I have considered this, and you are likely right. Most card games have a mana system, and there's a good reason for it. I'm considering adding it. Currently I'm automatizing checking that the game is balanced. Once I have this, I can go on complexifying the game, being sure my automated tests will tell me if I break the balance.
Regarding used cards, I like having them going to the "Discarded" stack and then going to the "Stack" stack (the one from which cards are drawn), as in Slay the Spire. This may not have been obvious because the decks are small for the moment.
- Yup I could do that, it's just that I didn't do it yet :-)
- If you hover on the skills (like Discipline, Long Reach, etc.) it should show the description in an hover. Sometimes you need to click on the game's background for it to work (a focus issue likely).
- At the moment you draw the same amount of cards every game, 3 IIRC. It seems right, I don't want too low (because cards die quickly) and not too much (so that the hand stays understandable) either.
Hey ulgrash, I uploaded a new build. Let me know how it goes! Items are not yet completely finished, a creature's items will get discarded when the creature dies. This is not the final behavior: ultimately creatures will keep items they received. Hope you like this WIP version! ❤️
Thanks for your feedback 🙏, I'll upload a new build next week (I'm implementing items right now and it's a bit of a mess, I need some days to have a publishable build) which will fix most of your observations (the current build is 2 months old 🤦♀️)
1. bug fixed in next build
2. maybe fixed in next build? will check it out
3. yes indeed it wasn't implemented at the time of the current build. Note that you can use it on damaged creatures and intact ones.
4. yes agreed, fixed in next build. I will also add a custom widget with documentation at some points.
5. yeah interactions (clicking on buttons) are a bit brittle if you click at unexpected times. I know I need to fix that. For the moment, don't click too much when it's the opponent's turn!
6. no the game doesn't save, it's a bit tricky to do for html games. Don't click that refresh button :-)
7. a match will end when a number of turns is reached, circa 7 I envision. But this is not done yet, the game rolls on forever.
8. "stack" is the list of cards from which your hand is refilled at the beginning of your turn. When the stack is empty, it is refilled with the "discarded" heap. The "discarded" heap is filled when creatures die.
I'll let you know when the new build is up. I'm unsure if you're notified of new versions? Maybe you are if you follow the game?
The point of the game is to maximize your score (which you augment when your cards attack and have no opponent in the corresponding column) much like in magic the gathering. There'll be deck building in the future, I'm working on it.
Yeah instructions are non-existant for the moment :-)
You should select "Single Player" then choose a team and click "Start". You arrive then in the "match" view. Then you should drag and drop cards from your hand (at the bottom) onto the blue spots. Once you're done, press "End Turn" for the game to resolve attacks and make the AI play (on the red spots)
When you hover on a card of your hand, it shows you where you can play it. When you hover on a card on the board, it shows which spots it attacks.
Feel free to comment here, I have updates ready but I'm not updating the itch version at every dev iteration yet.
Thanks for having written this. Balancing a roguelike game is indeed difficult. The point you raise about giving players the will to play is interesting. For roguelikes, however, there's no way around needing to play a lot of games to start appreciating it. It's a sophisticated pleasure :-)
Thanks for the bug reports Numbers! Indeed all things look like bugs. Regarding bug 3 I suppose it has to do with the inventory's capacity. If the inventory is nearly full, runics created won't get added to it; without warning the player.. doh not very nice. Regarding bug 1, the fix should be easy.
Onto bug 4, I suppose it has to do with the version of java shipped with Dungeon Mercenary. Dungeon Mercenary's desktop version embeds a Java 8 virtual machine, but Java 8 is now circa 5 years old and your system may refuse running it. Can you tell me your operating system details? A very-likely-to-work solution would be to install Java 8 on your system and launch Dungeon Mercenary using the file named dm-18-04-30.jar in the downloads (which is flagged Linux but can actually work on all three OSes) by executing java -jar dm-18-04-30.jar in Windows' terminal.
You're experiencing the game's true balance here! The point of runics is that you should try to go as deep as possible without using them, so that you can use them on a powerful item that will make you reach the endgame. The point of this mechanic is that new players can burn their runics early on, so that they go a little bit further that they would do without runics. Experienced players, on the other hand, should try to keep the runics as deep as possible.
Regarding forges, there's a 1/8 chance to have a forge at a given level; except for the first level where there's always a forge. I believe it's the past it was 1/6.
Thank you blightor for leaving a comment! I bought the tiles to this artist: https://www.oryxdesignlab.com
That is why you can find a number of games with these tiles.
Rogue vs Evil is kind of Dungeon Mercenary with tiles :-) although I simplified some mechanics (I removed runes combination for example) which were too hard to describe with text.
Well there's a way to avoid getting killed, don't get adjacent to it :-) Upon generating a death mage, the game will have made sure you have the tooling to kill an enemy from a distance (such as a bomb). Of course you can use this tooling before and then you'll be in the doo-doo; but roguelikes in general are about experience. After a few run, you'll learn where the death mage (if any) spawns approximately. In your screenshot you indeed seemed well equipped to deal with it. Did you think of using your dash move to get away?
Anyway, thanks for your comment. I'll take it into account for a future release (if any).
Haha that's cool, I suppose I don't check whether teleportation's destination cell contains a monster. If yes, my code records the player's position to be the monsters' position, that's why you take control of the orc. It's actually pretty nice to see that this works, in a weird way, it means the code shares well the algorithms that are common to monsters and the player!
Thanks for the detailed comment Numbers! It's the kind of comment that would make me go back to my code editor and continue developing Dungeon Mercenary ^^
Doors... yeah doors are tricky, to mitigate the issue you can burn doors down using (if I recall correctly) all fire-based spells (dragon breath, firebolt). Regardings rats, they don't have super powers, it's weird you witness a difference between rats and other monsters.
Regarding the loot, the game is intentionally giving a bit more loot in the beginning, to be "more" noob-friendly. Later on the game makes sure you'll get sufficient loot (if the random generation is too scarce for a few levels, it'll get corrected deep down the dungeon).
Regarding the Force runic, what you're expecting is correct. The more powerful the Force runic, the longer the distance you can push things with, and damage is correlated with the distance; so you should observe that a more powerful Force runic should do more damage. If not there's a bug.
Regarding teleport, thanks for the report; I've never heard this bug before.
Regarding spells being a bit too powerful, that's true. It's really difficult to balance correctly a game like Dungeon Mercenary. Given that I did not do that many iterations, I'm quite happy with the balance. You can think of the spells builds being the "easy" mode while closed-combat builds being more difficult.
Once again, thank you very for your thorough analysis! That's comments like yours that keep small indie devs like me going.
Hey cool, you've battled and liked some of the most powerful monsters (and so the most untested ones!), that's nice to hear. I guess the popups are about achievements and maybe suggestions (likedrink your health potion, you're in danger). I suppose going to the main menu (escape) and going back (resume) would get rid of those.
I'll reply here also then :-) I'm happy you could play it, in the browser I guess ? I developed the game with Java 8 and a few players experienced difficulties with more recent versions (on desktop); just to let you - and others - know.
I'm happy you had a good experience, indeed I believe the game requires the player to test and try, to know what to do; and then the experience starts becoming appealing. Try the class conjuror of cheap tricks, it's the most fun one I believe :-)
Hi blascymot, thanks for taking the time to write! Maybe my postmortem post made you think I was feeling bitter, but I don't :-) I started gamedev because it was a lot of fun. I was aiming for a time consuming game knowingly (i.e. roguelike) because that's the kind of games I wanted to code, I didn't want to do other games beforehand; it wouldn't have been fun.
After three years of coding games, the fun of coding was mostly gone, I had learnt a lot in the framework I was using (and didn't want to try others as I don't have the time resource); and the reward aspect of gamedev wasn't worth it; hence I stopped developing :-) And 4 months later I do not regret it at all ^^ I've read a lot of great books thanks to stopping gamedev, I've redone HL1 solo and I'm on the way of finishing Opposing Force; things that make me happier than coding games ^^
Thanks Hectic for the kind words! It is indeed difficult to maintain an audience, but what I found the hardest was to cope with the fact that there is almost no audience beyond the initial release peak. My games - like many games out there - got buried very quick :-(
It is not planned at the moment, although I do still support an ASCII backend in my codebase (which is shared between Rogue vs Evil and Dungeon Mercenary). Dungeon Mercenary is a difficult game to extend because of the complex runic boost mechanism. For example, having complete descriptions of the effect of runics (and of applying runics) requires a lot of code and maintenance when things change :-( It's one of the reasons you cannot boost items in Rogue vs Evil.
It is available for Windows, Mac, Linux and is playable in browser.
Rogue vs Evil is a turn by turn dungeon crawling pixelart game where progression is achieved through items and skills (the latter being unavailable in the demo). There is no permadeath, if you lose in a dungeon you will be able to restart from this dungeon (but your progression through this dungeon's levels is lost). Items include weapons, armors, shields, bombs, potions, spells, rings, and keys.
It is inspired by brogue and Sil. From the former I took inspiration from the runic system (the idea that made me wrote games was that I wanted to play a broguelike where runics were more important) while from the latter I took inspiration from the combat mechanics (attack and evasion).
There is no class system, your playstyle will be made through the items you choose to keep and the skills you pick. The inventory is intentionally small, to force choices on you.
The first two dungeons are playable at the moment. Until the full game release (planned June 4th 2019), I will work on adding miniquests to later dungeons; a miniquest being a special room, a lever that activates something, an ally to rescue, etc. I will also work on the controls, I want to add more buttons to the game screen to better fit players that aren't keyboard heavy.
Thanks for reading and I hope you will enjoy the game. Any comment and/or feedback and/or roasting will be appreciated!
Love to all roguelike players ♥
Do you know what ? I was planning to release my next game in June 2019 and thought back on your comment. It pumped me up to release a demo version much before, because well, the game is entirely playable already; coming soon to itch!
Thanks Hectic. There is no stealth aspect for the player, solely the distance of your vision may vary - as you've seen - and this distance is used for throwing stuff and casting some spells, so the longer the better (no pun intended :-). The only stealth aspect is that, if a goblin ninja attacks you - while not being revealed yet - he'll hit automatically.
In that set, there's less autotiling, there are just 2 different walls (as to whether there's a wall to the south or not); so my code supports the two versions. I don't intend to make autotiling as complex as in the more detailed tileset.
Good catch :-) The pixelart version of the game will be a different game, because it won't be a single dungeon and some of the game core mechanics have changed (melee/ranged attacks hit system). The new system is easier to understand and easier to present, so that it is easier for me to internationalize the game. Previously it was impossible (because there were a lot of walls of texts).
It's unclear whether my next game will support ASCII rendering (keyboard character graphics) as I'm focusing on the tiles display. But there are a ton of games with ASCII graphics (akin "roguelike"), for example check out brogue: https://sites.google.com/site/broguegame/ or Sil: http://www.amirrorclear.net/flowers/game/sil/ They do not require expensive hardware nor disk space! And they are really awesome games (check out "cataclysm DDA" too for a zombie setting).