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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
  • 98839
  • 28
  • 271

Posts

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I played some of this in the past and really enjoyed the gameplay. Hope if your around one day you'll be able to complete it.

If you want some sort of story and just still find it difficult to do, you may be able to add a comical type of story, just between your main four characters. That may be an option you can try.

Still, if your still around, or will come back, good luck with this game or any future games you might make.
author=Roy
undefined local variable or method \actor/ for #< Game_Enemy:0x5de7200>

Could not get past the pirates when a crash like the one above occurs immediately at the start of battle. Basically the game is a dungeon crawler where you can begin with speccing your blank slate characters anyway you want. Fairly easy game especially when you get a few lucky drops.

author=Roy
undefined local variable or method \actor/ for #< Game_Enemy:0x5de7200>


I'm also getting this error a lot on Zephyr Mountain - so much so that at one point it is a game-stopping bug. At the point on the mountain when my group comes to the two white pentacles and the marker - I stand on the white pentacle and engage the marker - it says there is something strange about the marker and would I like to investigate it - I say yes, and three enemies appear - two blue ones on either side of me and an orange one in front. I cannot move from the white pentacle, and when the blue enemy on the left automatically encounters me the game seizes and I get the error message in the quotes above. If you fix this, it will probably fix all the other encounters that get this error on the mountain which I was successfully able to dodge after many repeat tries and saves after figuring out which ones would give me this error. I wonder if you forgot to name one of the monsters encountered on the mountain?
Uploaded a quick update to the demo. I accidentally left out one of the boss battles *facepalms*
undefined local variable or method \actor/ for #< Game_Enemy:0x5de7200>
author=Roy
At the cove when you are asked to find the locket and you fight any of the enemies there, the game crashes. I am thinkng once you defeat all the enemies the locket materializes?

The locket is on the ground on the other side of the island. You don't actually need to fight anything.

Could you also end a screenshot of the error message?
It could be better without using RTP.
At the cove when you are asked to find the locket and you fight any of the enemies there, the game crashes. I am thinkng once you defeat all the enemies the locket materializes?
Now that I can work on the game daily again, progress is going much smoother. I've re-tuned the first four dungeons. Hopefully I'll finish rebalancing the rest by the end of the week.
Thanks for playing. I didn't include a story because I'm terrible at writing them. I choose instead to focus on gameplay elements.

I hate being busy, I intended for the next update to be released over a month ago. It doesn't look like things will clear up soon either.
My personal take, I'm not a huge dungeon crawler fan, but this one was acutally pretty good.

I played an hour into the demo, which is usually all I have time to invest in for demos these days. As for what I've seen here, this is a great way to show off your talents of what you can do, but the game itself seems to be lacking. Maybe it's because I prefer a more solid based rpg or dungeon crawler with an actual story behind it.

If you ever do decide on an actual jrpg, hopefully you'll consider implementing some of the features from this game.
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!
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 downloaded this game this morning and I'd just like to say I'm thoroughly enjoying it. Keep up the great work.
author=Cornflake
Can't wait for the next dungeon(s). T_T


It should be up this weekend if everything goes to plan.
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
So, I just found out there's a unreleased X-Box 360 game also called Dungeon Hero. I might need to change the title.
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.
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.
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