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Dungeon Champion is a dungeon crawler in which you customize your four heroes, then take them through a deadly maze of monsters and challenge the boss at the end. Every time you beat a boss, you unlock new merchandise at the stores and a new dungeon to explore.

Features:
Side-View CTB Battle System
AP System for Using Physical Skills
Classless Customization
Skill Shop with Over 160 Different Skills to Buy
9 Playable Dungeons (12 Available in Full Game)
Over 100 Enemies and Bosses

Do you have what it takes to be the next Dungeon Champion?

Latest Blog

V1.8 Demo Release

Whoa, an update!

I'll be releasing a new demo very soon. There's been a number of changes with this update along with some additional content.

-New Dungeon: Zephyr Mountain
-General tuning pass, many monsters had their stats and AI tweaked
-Undead Lord was made significantly more powerful, make good use of the buffs offered!
-Ability Shops have returned
-Items that teach abilities have been labeled as Scrolls
-Status skills now scale of base MP instead of max MP
-Daggers have more ATK
-5th tier weapons and above now increase the amount of AP gained
-Various bug fixes

Tell me what you think!
  • Production
  • Antilurker77
  • RPG Maker VX
  • RPG
  • 06/11/2011 10:56 PM
  • 05/22/2019 06:59 PM
  • N/A
  • 72388
  • 27
  • 228

Posts

Pages: first 12 next last
Subscribed. I feel like you'll get very far.
Subscribing, this looks to be a lot of fun.
I played trough the demo.

I've noticed two bugs. One is that if you can afford a skill, you can keep giving it to other characters as well even if you don't have the money. Let's say you have 400 gold and a skill costs 300. You should only be able to afford the skill for one character. However, if you buy the skill, you can keep teaching the other characters it anyway.

When selecting commands in battles you can press left and right to enter commands for other characters instead. This has some rather wonky results.

Now for some balance issues. Offensive magic looks very unattractive. You recover 5% of your max MP every battle. If you stick to healing, you can go on forever, but if you use offensive magic you will run out of MP faster than you recover them. Also, I could often one hit kill enemies with standard attacks, so offensive spells aren't in great demand to begin with. My strategy was to stack as many physical moves as I can since they boosts attack. Once I have 5 AP I use Critical Strike.

The last boss fell in about 2-3 rounds. One of my characters could take of 20 % or so of it's Max HP with a Critical Strike. Considering that the game set it up as powerful by giving you the opportunity to get help for some money, that was rather anti-climactic.
author=Crystalgate
I played trough the demo.

I've noticed two bugs. One is that if you can afford a skill, you can keep giving it to other characters as well even if you don't have the money. Let's say you have 400 gold and a skill costs 300. You should only be able to afford the skill for one character. However, if you buy the skill, you can keep teaching the other characters it anyway.


Well, crap. The skill shop script I'm using is the only one that's compatible with YEM, and YEM scripts are no longer supported. I'll see if I can find another script to use or someone who knows how to fix the bug.

author=Crystalgate
When selecting commands in battles you can press left and right to enter commands for other characters instead. This has some rather wonky results.


I'll check to see if I can disable this.

author=Crystalgate
Now for some balance issues. Offensive magic looks very unattractive. You recover 5% of your max MP every battle. If you stick to healing, you can go on forever, but if you use offensive magic you will run out of MP faster than you recover them. Also, I could often one hit kill enemies with standard attacks, so offensive spells aren't in great demand to begin with. My strategy was to stack as many physical moves as I can since they boosts attack. Once I have 5 AP I use Critical Strike.

The last boss fell in about 2-3 rounds. One of my characters could take of 20 % or so of it's Max HP with a Critical Strike. Considering that the game set it up as powerful by giving you the opportunity to get help for some money, that was rather anti-climactic.


I think that main issue is that attack skills give too much +ATK bonuses, while magic doesn't give enough +MAG. I think enemies could use a boost to DEF in general as well. I'll do some tinkering for the next update (which will also include a new dungeon.)
I did a black magic playtrough. Black magic works and the spells does provide a good amount of +Mag bonus. However, you end up paying MP for something that has very little advantage compared to physical skills. Some enemies have elemental weaknesses, but the base damage is lower and fighters also have an attack that forces a critical hit. Drain is kind of nice though. Still, all in all, black magic takes a bit more effort and is somewhat weaker.
I love it! So far at least. Yes, it can be better though. I do like the skill system. It's definately my favorite skills system I've seen, I like the idea of buying them, and then making the careful decision on who should have them.

I subscribed, I'll watch this as it grows. Good luck!
Just finished the 3rd dungeon and will get to the 4th soon, but just going to list some thoughts on here. Black magic still feels a bit lackluster compared to melee, but drain is overpowered. It is fine if you want bosses to drain 100% but the player drain skill should probably be 50%. Leveling up seems a bit too fast. I'm sure you don't want a grindfest, but the levels fly by really quickly at the moment. Equipment seems to sell back for a bit too much. It makes replacing your equipment with the next better set not pricey enough. I'm also a bit confused by the dex stat, does it effect hit or evasion? Neither? In the latest update the dex stat seems to be gone from the status window but items still have it? I don't think I remember seeing the hit% there before so is that what dex effects?

As far as difficulty goes I feel like the game could use a bit of a ramp up.There are 9 more dungeons I haven't played yet though and the difficulty does seem to be increasing slowly which is good. I like the level of customization with the skill system, but having both mana and ap feels like it could be a bit overpowered. I haven't tried this, but it seems that throwing cure and critical strike on all 4 heroes could make the game a bit easymode. I don't think you should get rid of the system, but I just wanted to point out that possibility. (and I am sure there are more overpowered possibilities as well).

Sorry about the randomness/wall of text, hopefully you get all that. I will say there is a lot to love about this game. No random encounters, I think the dungeon designs are nice so far and the great thing about no random encounters is that you can make dungeons long without making them incredibly annoying. All in all really good and I look forward to doing the lava chasm and any future updates. :)
Versalia
must be all that rtp in your diet
1281
author=Antilurker77
author=Crystalgate
When selecting commands in battles you can press left and right to enter commands for other characters instead. This has some rather wonky results.

I'll check to see if I can disable this.

YEM Battle Engine V. Comment this out:



#--------------------------------------------------------------------------
# overwrite method: update_party_command_selection
#--------------------------------------------------------------------------
def update_party_command_selection
if Input.trigger?(Input::C)
party_command_case
#~ elsif Input.repeat?(Input::RIGHT)
#~ Sound.play_cursor
#~ @actor_index = -1
#~ next_actor
#~ elsif Input.trigger?(Input::L)
#~ Sound.play_cursor
#~ @actor_index = @status_shortcut_index - 1
#~ next_actor




and under update_actor_command_selection:

if Input.trigger?(Input::B)
Sound.play_cancel
cancel_action
elsif Input.trigger?(Input::C)
actor_command_case
#~ elsif Input.repeat?(Input::LEFT)
#~ Sound.play_cursor
#~ prior_actor
#~ elsif Input.repeat?(Input::RIGHT)
#~ Sound.play_cursor
#~ next_actor




I also suggest taking basic steps like changing the default window skin to make your game look less like "another VX clone"
I found some mistakes in passage settings on hero mountain, and the title screen should be better, but I enjoy the gameplay and monster sprites. You should also make your own characters too instead of the default.
The balance is better now. Mages and fighters are more even now and they have both strengths and weaknesses compared to each other. That said, if you have two fighters, there's little to no reason to to make them different from each other. The same goes with mages.

There are various options, but most of them aren't attractive to use. For example, spears have less attack than great-swords, but gets a bonus to critical hit. Unfortunately, the bonus is extremely minor and is hardly worth the loss of attack. Also, you can go one-handed or two-handed. However, if one character can do without a shield, then there's no reason why the other character would need. The same goes if you do need a shield. Most likely you either have all characters using a shield or none of them.

I think your game is on the right track, you just need to refine it and make it support more options. For example, there's equipment which boosts dexterity. If you give the player the option to go for dexterity, you should make dexterity builds viable, else there's no reason to even include such equipment.
I've completed all the dungeons and I can say that this game is very well done, however, there are still a couple of glaring balance issues.

Firstly, there is no real reason to use any weapon other than the greatsword for fighters as the other weapons either have repercussions, such as the axe's lack of HIT or low damage for an extra % of crit like the spear. You need to even the playing field for weapons regarding fighters as using any other weapon is essentially gimping yourself.

Secondly, the 4th dungeon I found was well constructed, the last boss I found incredibly easy in comparison to the 2 phoenixes I fought prior to it and the boss of the previous dungeon. I think you should remove his cast time for his "powerful" spell. This may have been me being overleveled (My party was all lvl 23).

Lastly, mana costs for the II spells, I feel, are a bit too high. I heal about 1.5x times with my Cure II in comparison to Cure I for almost triple the cost. I think it should be lowered a bit to about 12 MP rather than 14.

As the person above me mentioned it'd be great to make dexterity builds viable, maybe through ranged weapons such as bows, throwing daggers, lutes (bards anyone?) and crossbows.

I really liked the skill system but I find the amount of slots given, rather limited. Especially with you touting the system to have 160 skills when I can only equip 8 at a time? Maybe make it so each character gains a new slot every 10 levels?

I'm looking forward to the 5th dungeon. Great game
Ranged weapons are an interesting idea, I'll think about it. The main problem with ranged weapons right now is that all of the physical skills are based on the ATK stat, and there's no way to make the skills main stat based on what weapon you have equipped. Right now, I'm leaning towards just making DEX more powerful.

For weapons, I think the main thing I want to do is make shields more attractive so that you're less tempted to slap 2-handed weapons on everyone. Spears could probably use an upgrade though.

Although Cure II doesn't heal much more than Cure I right now, Cure II scales much better. As you level, Cure II should be more viable.

author=Cheveyo
I'm also a bit confused by the dex stat, does it effect hit or evasion? Neither? In the latest update the dex stat seems to be gone from the status window but items still have it? I don't think I remember seeing the hit% there before so is that what dex effects?


DEX increases the your hit chance, evasion, and critical strike chance.
My experience with the cure series is that Cure is great for mages while Cure II is great for fighters. Mages have enough spirit to make Cure heal enough, but fighters need the upgraded healing to outheal whatever the enemies throws at you. Also, fighters don't have anything else to spend their MP on, so they can easily handle the higher cost.
So, I just found out there's a unreleased X-Box 360 game also called Dungeon Hero. I might need to change the title.
author=Antilurker77
So, I just found out there's a unreleased X-Box 360 game also called Dungeon Hero. I might need to change the title.


Damn, but I've grown so fond of the name... Nice picture of the "Ocean Temple" btw. Is it the 5th dungeon, because I can't wait for more to play!! XD
author=Cornflake
Can't wait for the next dungeon(s). T_T


It should be up this weekend if everything goes to plan.
I downloaded this game this morning and I'd just like to say I'm thoroughly enjoying it. Keep up the great work.
During the last two updates, the balance has shifted strongly in favor for mages. The reason for that is that they have gotten stronger spells. The stronger spells cost more MP to cast, but the characters also now have more MP as well. Fighters haven't gotten any skills stronger than Critical Strike until the very last update where they got Triple Strike. However, Triple Strike costs more AP and fighters don't get more AP now than they got before. So, mages gets more MP as they level up to use their stronger skills while fighters do not.

There's also Osmose which is starting to obsolete the MP issue completely. One advantage fighters had is that they don't need their MP for their offensive skills, so they can use their MP for healing. However, now that mages have Osmose, that advantage is taken out of the picture.
I will hopefully have the next update by tomorrow. I just need to finish monsters and database stuff and do some play-testing, so stay tuned!
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