Maybe you have an indea to improve the game?
Or you have something that bothers you and you have a suggestion to making it better.
You have come to the right topic.
Traditional Roguelike Async Multiplayer for 7drl 2024 · By
Problem: There are staffs that are pretty useless and are an instant drop from my inventory. (or i am an idiot and dont know why these are in the game ): Healing, teleportation, invisibility, protection, adrenaline. (why would you boost your enemies?)
Solution:
Rare merchant: you can trade 3 staffs for a different staff of your choice.
Rare Mirror: There could be rare mirror on the wall. Shooting a heling staff on the mirror would heal the player.
Rare enemy :the big white knight that has glass shield, this could reflect magic (good or bad back to the player)
Rare god statue that reflect magic back to you.
Problem: I need to pick up stuff to decide if it will improve my defense or not. For example I find "+2 shoes" and I cant remember if I have worse,same or better. So i press i to check, realize I have a "+0 boots" and I have no idea which one is better. so I press g to pick up the shoe, realize my inventory is full, so I drop something, pick up the shoes , press e to equip and check defense, realize it is worse, so i equip my boots back and drop the shoes, and pick up what i dropped to free space for the stupid shoes in my inventory. Doing this dance every time i find a defensive item is really boring after 20 levels.
Solution1: the grid or table on the top right could have numbers in each cell to let you know what defense it gives you. so you have a glove icon and a 7 next to , or in the corner of the icon to let you know its defense.
Solution2: the text that you see when stepping on an item could tell you if it is better or worse than what you have equipped. for example you have no gloves on and and step on a good one: "This is a +4 Iron Gloves (+7 defense)". same text could appear if you target it with the examine /pressing 'x' . The number could be red if worse, green if better and white if same defense than what you have now.
I will keep working on improving inventory management. I think with the current version we solved a lot of "problems" by having the potionbelt and scroll case, combining charges for the same item, ring swap, etc...
I like your solution to have a better management for item defenses. I will make some testing and implementing a solution for this. Thanks.
PLEASE let us manually change the password. I forgot mine, so it generated a random one which is terrible and can't be pasted from the email, so I'm stuck with Qd31blahblahblah that nobody could possibly remember without being that smug git from The Big Bang Theory. No, not that one or that one, the other one.
I think the game would benefit from some wall of fame or achievement system. So it would not just about beating the dungeon , but to collect things as well. Overarching achievements:
I would like to suggest a key to repeat the last action. For example, if I'm in an idle state after throwing an item like a javelin, and I still have javelins remaining in my inventory, the character should automatically equip and aim another javelin without having to go through the steps again (T > scroll down to the javelin > aim > shot). This could be triggered by a key like TAB, to repeat the last action when in an idle state.
Hi
I can't help with that. For some reasons, Bitdefender blacklisted my domain. I've tried to contact Bitdefender's team for a removal/whitelist, without success.
Is up to you: you can disable your Bitdefender software. The only I can say is my domain is secure. Nothing is installed on your system. The URL you are pointing is just for create an user account.
Very fun game!
Seeing it inspired by dark souls I started looking for secret walls, but i guess there is no any. Would be cool if you could find them by using demolition magic or hitting a wall like 50 times in certain places.
When I seen magic items for the first time how they are named with 3 words, I assumed that each word means something. Could it be fun if it was a case? Say name of the staff is aaa bbb ccc, where aaa means area of effect (1 tile, small 2x2, big 4x4), bbb would be type (healing, fire, posion etc), ccc numerical stretgh of effect, like amount of turns of effect or damage. For example staff zzz xxx ccc shoots fireball that explodes in small area dealing evarage amount of damage. Another staff ccc ggg fff teleported 2 close to each other enemies just couple of tiles away. We can deduce that ccc means small aoe. zzz or xxx could mean fire or average spell strengh. ggg or fff could mean teleport or small spell strength.
Statues are intrigued me, but apparentely they don't do anything really. I tried to drop items that I thought the god would like near them, kill enemies nearby, destroy them. Would be cool if you could get stuff by doing it, i.e. by doing offerings, sacrifices, desecrations.
There is a scroll that does exactly that.
My method is to stand next to an exit portal on a level you just cleared.
Use the staffs on the wall, throw/ drink potions, use scrolls. If the situation gets tough you can jump in the portal and escape.
I also have a guide here:
https://itch.io/t/4417977/basic-survival-in-the-dungeon
I would like to suggest a new option for players to offer upon defeat: Leave a unique Writing that identifies one of the Potions, Scrolls, Staves, or Pendants they had used during their run. It could be tied directly to their bony remains, so other players will have a reason to inspect bones they find just like Writing.
I would like to suggest a significant change to the graveyard and how "scoring" is calculated:
I think the players who have successfully completed the Catacombs should receive Mausoleums in a separate graveyard space. The deeper the Catacomb, the bigger the Mausoleum they receive.
Meanwhile, players whose dropped Items were used by the other players who complete the Catacombs should receive score points, which result in their graves receiving flowers. Players who have flowers receive priority placement in the graveyard (either closer to the entrance, or up the two middle columns of the graveyard).
This will further incentivise players to drop gear instead of leaving vengeful ghosts, and give those players a sense of accomplishment, even when they don't manage to complete a Catacomb personally.
Very nice! I had struggled to think of a way to offer scoring points to players based on messages, but leaving that in the hands of the winning player is probably a good idea.
Alternatively, if you have the time for it, programming a way for the game to recognize when Writing with the word "Trap" is placed adjacent to Traps could be a way to offer scoring.