WHY DO YOU LIKE/DISLIKE DUNGEON GAMES? WHAT DO YOU WANT IN A DUNGEON CRAWLER
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Hey everyone,
I am making a game with similar styles like "Bit Dungeon" and "The Binding of Isaac" where you clear monsters on one "grid" to move to the next and make your way to the level's boss. I'm looking to find out the features that people do or don't like about these types of games and implement them to mine.
The game will be in 2D and made with a limited budget which is why I am trying to implement the best features to give the user the best experience. What makes you guys want to complete those types of games and what gives you motivation to keep playing?
Does clearing enemies in a square map over and over become boring? Or does it not matter if there is a good reward at the end (ie find boss/good loot/gold/etc).
What are your thoughts... Also, any name suggestions for new 2D pixel style dungeon game?
Please don't use pixel related words in the title. That is so lame.
I prefer replayability by randomly generated levels or higher difficulties(like PSO). So you do a level on easy at level 1. Then you can redo it later on hard at level 10 and it's got different things in the level. Not just stronger monsters but different looking monsters and new treasures and new puzzles and stuff. That would help with the limited budget if you can make a "new" level with existing tiles.
I prefer replayability by randomly generated levels or higher difficulties(like PSO). So you do a level on easy at level 1. Then you can redo it later on hard at level 10 and it's got different things in the level. Not just stronger monsters but different looking monsters and new treasures and new puzzles and stuff. That would help with the limited budget if you can make a "new" level with existing tiles.
Good points there... Any name suggestions? Should I also avoid using words like epic, awesome, dungeon, quest, etc?
Yes, avoid those words. The name can come last and preferably have something to do with the story/game. Which I have no details on.
I should also mention that if you can't do randomly generated maps, you should at least randomize the enemy encounter patterns and enemy types.
I didn't notice it before, but what keeps me going is finding better gear and awesome gear. Not just a stronger sword, but something with a new unique ability like...oh I dunno, a 5% chance of an incoming attack curing me instead of damaging. Something fun, not just boring abilities like fire damage. Also, fighting stronger enemies and the possibility of encountering a super strong rare monster is a great motivator to grind the same level.
I also like a bit of level scaling, especially in a grindy game, but most people don't. Maybe have difficulties where level scaling is turned on to make it harder.
I should also mention that if you can't do randomly generated maps, you should at least randomize the enemy encounter patterns and enemy types.
I didn't notice it before, but what keeps me going is finding better gear and awesome gear. Not just a stronger sword, but something with a new unique ability like...oh I dunno, a 5% chance of an incoming attack curing me instead of damaging. Something fun, not just boring abilities like fire damage. Also, fighting stronger enemies and the possibility of encountering a super strong rare monster is a great motivator to grind the same level.
I also like a bit of level scaling, especially in a grindy game, but most people don't. Maybe have difficulties where level scaling is turned on to make it harder.
This is hard sell for me, considering that there are already extant FREE dungeon crawlers that deliver everything I'm looking for in the genre.
Link, you've provided great input and some of your ideas I already implemented in my game a while ago... I will just need to keep making adjustments and improvements until I get this thing right. I should be done with the initial gameplay aspect of it in a few weeks at which time I will provide more details on it and look once again for more feedback.
Thanks again for your feedback :)
If anyone else out there would like to comment and provide some suggestions, please do so!
Thanks again for your feedback :)
If anyone else out there would like to comment and provide some suggestions, please do so!
author=Max McGee
This is hard sell for me, considering that there are already extant FREE dungeon crawlers that deliver everything I'm looking for in the genre.
Well... players often don't know what they want, so that's why developers have to find something you aren't looking for that you didn't know you needed.
Edit: To do with the topic, yes, I would play a dungeon crawler made in VX Ace mostly because the current ones haven't been done right IMO and battles are slow and sluggish. Something similar to "Binding of Isaac" or "Zelda" but using turn-based battles and mixed with a Craze-like standing encounter system would be great. JosephSeraph is currently working on something similar, but there's more room in the atmosphere for games that make you think, right? So dungeon crawlers like that that would use strategy (you can make them action RPGs or turn-based RPGs) are welcome additions and new innovations IMO. Unlike Max, for me it's a genre that is ripe for the plucking. Fire away!
Likes
* Different moves work better on different enemies, in different situations
* Quick thinking involved (or if turn-based, flexible thinking)
* Unique theme (like "Binding of Isaac's" hellish nightmare-scape)
Dislikes
* Sluggish combat
* Combat that doesn't use strategy
* Combat that is too complex (sometimes simple is better)
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