Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dungeons & Dynasties

Football Manager meets D&D: a guild-management sim that writes its own history. · By Bretticus82

Feedback

A topic by Snutze created 20 days ago Views: 217 Replies: 6
Viewing posts 1 to 5

Hey great job with the idea/concept this thing as SO much potentials and is already quite good

A few feedbacks as well
1. About the attributes volume other have asked about, im not sold on oversimplifying that. Ive looked at the definition of each and minus maybe a few I do think in a game thats not action oriented dumbing down the stats might really take away from the debt/richness of the game overtime... all in all thread carefully with oversimplifying (wanted to share a diverging opinion to some other feedbacks)

2. House selection and favoured class/race
Love the idea except I found myself wanting to do some thematic runs and being locked in only 1 company type being available. 
I think if you really meant to restrict the passive you can get with specific races, they should exist in at least 2 company types each.

Also maybe for independant run or even some other houses, supporting hybrid would be amazing --> Allowing player to select a second race as a "minor''. Same thing about ability to configure selecting a "favoured class"

3. Looking into gatcha type game which can be quick addictive, I feel 5 star might be too limitated as a ceiling. Maybe another idea for unlockable or else but as we get into more epic stuff it be amazing to have some hero/paragon mechanic where you can get either extra stars or you can have some of the stars a different color when beyond 5. As we start the game 4 and 5 star can show very quickly and it make the long game/chase a tad too short in my opinion


Depending what your vision of the game is, hell I feel your could even incorporate amazing roguelite/incremental game components
(e.g when leaving the guild instead of full reset your guildmaster move to a new pasture/team but maybe retain some unlock (like ability to customize race/class likeliness, etc etc...)

4. I know you have quartermaster who can sell some gear but would a blacksmith fit as a potential building you can make ? (again depending if you want unlockables or not recipes could be unlockable or maybe the blacksmith simply craft items and rarity is randomized and weighted based on building level and he spit equipment every cycle or something ? (maybe you can sselect slot preference)

5. If there was some harder mode challenge, even the ability to ''bench' some of your amazing hero and draw them in in a subsequent game could add some meta elements replayability. (very conceptual this would only make sense if there was a reason to hunt for these crazy heros and some other challenge justifying it)



Again just throwing ideas that might not fit the vision and arent also fully fleshed out. Il think of other things but wanted to share that for now.

Developer

Thank you for playing and finding the time to leave some feedback!

1. It's not going to be oversimplified but it is going to be rewired, Micro decisions should be the difference maker more often and this is more achievable when the attributes have a better spread.

2. Hybrid & minor house idea is great and I'll incorporate this in some way because it is a fantastic approach.

3. The persistent realm/world is on the roadmap long-term to make it have a more rougelite feel to the game and make the world itself more lived in with stories directly effecting the world itself.

4.  More buildings and staff are also in the pipeline the first thing looking at was the balance and making the rival guilds feel more alive moving forward (2.0 is currently being polished before being dropped) so once this has landed and the game becomes more settled their will be additions across the guild that will give more choices/decisions  to how you wanna play/build a guild

5. very interesting concept thematically there is some races (Looking at you Elves!) that could fit this role in the world, But also Challenge Ledgers have been something that the bones of the mode are already in the game, Main menu choose another guild was the concept for adding specific challenges,

Feel free to bring anything else you may think of, Game will be built out with the community helping drive it,
This was always the big idea of the game, Get the loop in and working and then continuously iterate over time.

See you in the Halls! 

Amazing looking forward to it

(2 edits)

Hey few more thoughts

1. Have you consider consumable being dropable (simple things, one time character buff before delve or +cond - stress - fatigue one time. Could add huge clutch element when you need that 1 character. It could also be in quartermaster item pool or even be yet another building (alchemist) which generate a potion every week. (Give the player more choice/decision and more control a little to influence certain outcome) Also one way to prep for these difficult delves where you need to go all in

2. Honestly most likely a very low priority backlog idea but what if retirer adventurer could become amazing staff when they are EOL. Could encourage keeping someone till the very end or grooming a star into longer term benefit.

3. I know this was already mentionned and I might be wrong and its alreadt possible but if a hero get poached, It be great that you can get them back or even set tracker on hero so you always know where they are/can get back in contact with them whenever they are up for renewal or to poach them back

4. Bigger Group/Raid type elements. Risk/Reward. It be quite cool to have bigger dungeon where you need to field 5++ hero but where reward/gear is much higher. Also would recommend to make them spammable liek delve so they arent redundant. maybe a random pool of raid that can be done 1/season or something. 

5. You could also have bounties  for some boss/characters type things


Note: I havent finished the game so some features I recommended may already exist and I dont even know

By the way the wiki (https://dungeonsanddynasties.com/)  is 9.5/10. Its litterally open at all time on my other screen, Amazing ressource. One thing I cannot find is anything speaking about quest.

(1 edit)

Oh oh , one last thing !!!
You know how every sports game have some career mode when you make yourself 1 player and groom/play them throughout the dynasty, I would ABSOLUTELY love that. Everything is randomized but you get to create 1 adventurer race/class that you get to push which would make it even more "personal/addictive"

it would probably need some mechanic on what boon/feature they get. Obviously im not saying to change anything of the core mechanic but I feel this would be doable within the framework you have in place. (as a starter just picking class/age/race of 1 hero as you start if you want to being the most basic change) and futur features to influence that hero's growth (future roadmap type thing)

Again take or reject anything you want based on your vision but this stuff is often a big part of dynasty in video game (managing the team and your ''home player"

I was thinking this same thing! But for some ultra sim games they sometimes skip it, but I think the theme here would suit it well!

Developer

Thank you for replying to this otherwise I'd have completely missed it!

But I agree that it could give your Guild master and origin story as well,

I loved an old Playstation Game called Soccer Life and conceptionally something like this is very possible,
Great Idea I'll look into how viable an add on that could be at some point in time

Thank you!