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Lucas Demo

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A member registered Apr 04, 2017 · View creator page →

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Thank you very much for these words!

We also hope to see you enjoying the final version of the game once it is done! Meanwhile, you can follow the development process in our discord channel and twitter account ;)

Thank you mate,
We appreciate the coverage :D

lol

It could, but that is a mechanic we still discussing. Also, it will probably be affected by the new combat system which we are working on, so we might do a few tests with this mechanic and let you know if we are going to add that into the final version of the game or not. Thanks for the feedback ;)

So, you must be Onion in the discord server, right haha?

guess I've just replied you there,

anyways, thank you for the report!

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Great to hear that you liked the concept of the game and that you are looking forward to seeing the final version!

When we started this project we were really confused about its nature. I mean, it is a mix of a roguelike, card game, dungeon crawler, and tactics. Definitely sounds different, but we were not confident that this would work. Along the development of this prototype - or proof of concept - we became a bit more confident about what the game is, and where are the players for this type of project.

When developing dungeon drafters, I always try to make sure that this is something I would like to play by myself, and that's why I am also hoping to get the final version of the project done!

I am sure it will take some long, but meanwhile, you can follow our development process in the discord channel or twitteraccount!

Anyways, thank you very much for the kind words dude!

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I will let you know as soon as we get a new version of the game, it might take a while since we are reworking almost everything for the final version of the game. Meanwhile, you can follow us on twitter and Discord server!

Talking about the currency in the game, it is related to a lot of diverse features in the game. Such as buying boosters, forging runes (which are an important part of the game, omitted in the prototype. They are related to the color of the cards), buying trinkets, single cards, trading with NPCs for services and using them in the future marketplace. - I know it sounds like a lot of information, but there are some interesting mechanics that we hope to show in the next version. I can also assure you that everything will be bought exclusively with those shards, and the shards are obtainable exclusively by playing the game - unraveling dungeons, killing mobs, trading cards...

About the healing part of the game, I can also say that there will be different mechanics around health. Some cards and deck archetypes may work around the concept of sustain yourself, gaining and stealing life, while other decks may even spend health to cast insane cards and clean up the dungeon as fast as possible.

I'm excited about the features being developed in the final version of the game, and I hope you will be too. We pretend to release some info about the game as we go on creating it. The only downside is that it might take a while since we have a very limited amount of resource to make this project real!

Thank you very much for the feedback ;)

Great to hear that you've enjoyed the reengage cards and the mix between roguelike and card game, I can say that we are designing some really cool combos for the final version of the game!

I will  also make sure to take a look at the soft look you reported,

Thank you very much for the comment ;)

Interesting!
Thanks for letting me know that,
as soon as I fix this issue I'll make sure to ping you ;)

You can actually use shift to fastfoward ;)

Lovely to hear that!

Yeah, as said, the game right now has some problems of balancing (most of those are related to the monster population algorithm, which we are going to change completely very soon).

Also, we are going to fix problems related to large encounters (especially because normally they are too boring, or too exhausting).

Other than that, I am pretty happy to hear that you linked the game, and please, feel free to join us on Discord!

The final version of the game will definitely be on Mac. This prototype version tough is very unlikely, sorry for that :(

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Thank you very much, the lovely pixel art was made by @GekkoSdf - which also worked with me at Wild Glory, an artist worth following.

Thank you very much for the feedback,

As you already said, the lack of content so far is definitely due to the early stages of development, this beta version of the game is more like a proof of concept for us. It also helps to identify who are the players that have interest in the game.

The final version of the game will for sure have much more content - and we are already working on that; tons of environment, cards, enemies, bosses, NPCs, trinkets, and treasures!

Right now, we are considering just some small fixes in this version of the games, and your suggestions and bug report may be useful for that!

If you want to keep an eye on the development process you can also join us on the Dungeon Drafters discord channel ;)

Oh, thanks for informing me, I've just fixed the font color.

Talking about the game, I actually do not intend to continue with the development, it was meant to be just a Ludum Dare game - which is one of the main reasons with the game is kinda of unbalanced and needs some tunning in the difficulty. I actually couldn't playtest it enough in the 48 hours and ended up trying to guess the right values for the game. If I ever get back to this project, I will make sure to consider your suggestions!

Thank you very much ;)

Great to know,
I will be fixing that soon!

Great to know, I will try to figure it out.
Thank you

I am really sorry that the game did freeze. Do you have any clue about why it was freezing? Steps that I could try to replicate the freezing.
Or are those just lag spikes in the middle of the game?

I would be glad to know because this is yet a demo version of the game, created to validate de concept and a lot of internal problems of the code were not given much attention.

Pressing alt + f4 should work just fine - since this version is just a demo and does not have a fully function menu yet.

Hey CoalFire! Sorry for the long delay, I have been busy these past few days, but I can finally say that the Update is done!
You can check the changelog in the post featured on this page. I hope you enjoy this new version of the game!

Yes, the next version will probably be out next week. I've been actually very busy with some research projects this week, and I am also going to take place in the Ludum Dare game jam in the weekend, but after all that, I shall work at the demo again.

Yeah, that's true. We actually have not considered a save game in the demo version because we thought the gameplay time was too short to implement that. I will probably not introduce a saving system in this version of the game, it would take too much time for a feature that I only consider essential in the final game.

I appreciate your comment, thank you very much!

I am extremely sorry for that, and I will try to fix (actually, I will try to find those bugs in the code hehe) in the next update of the demo version. Thank you for the comment!

I actually never heard of that, but I will definitely check it out!

Heya CoalFire!

Great to see you playing! I enjoyed a lot watching you play, it actually gave me a lot of feedback about the game.

First, I can see that some mechanics were not explicitly; first of them being the REENGAGE, which could be extremely useful in that last battle because of cards like Sharp Dash and Thunder Smite, which can be cast endless times in a turn. Killing an enemy with Thunder Smite not only teleports you into that position but also allow you to cast that card for free again. Thanks to you, I will definitely add some more information and context into REENGAGE cards.

Also, I can see that you had a problem with long combats and lack of cards in hand, making your turn useless. I also got that same feedback multiple times, and I will probably add more ways to draw cards in long combat and see how that goes!

Another mechanic that also was noticed, probably because I should have given more information about that in game, is the melee attack that you can do. You can damage enemies just like you destroy boxes out of combat, stepping into them. I will make sure to make it more accessible in the next version of the game.

You've also pointed some bugs that I need to fix, like allied slimes not getting the color they should, making that last battle a little confusing; enemies that take longer than they should make a decision and poison cards dealing double damage, when they should deal just 1 health point.

Thank you very much for your coverage, I enjoyed your content! I would love to see you play some more and get deeper into the game once I fix those things!

Thanks for the commentary :)

So, as you said - the game right now has a lot of problems. Some of them you pointed, some of them people dont notice but they do exist. The game need to be fixed is all kind of aspects, and that is probably ALL reflex of the fact that it has been created in fully made in 48 hours. I usually do not change anything after the ludumdare, but SMASHSMITH is right now in a strange position, it's representing 95% of my downloads, what makes me think about fixing it. Probably you can expect an significant update soon, and since you complained - I'll think about a save game :)

Thanks for the support! As I said, I'm not working on this project anymore, but I do appreciate the suggestions :)

Dude, thanks for the content haha! That's so cool! I do appreciate it a lot :)

Yeah haha, if you are playing with the mouse on the screen, you will probably noticed something strange :)