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Progress Report

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!

Progress Report

V1.7 Demo Release

I've decided to release another version. There's no new content but lots of changes:

-Base HP increased. You still start with 100 HP, but your HP will increase much faster
-Your heroes now start out with Leather Armor (+3 DEF)
-HP Boost and HP capes have had their stats increased to match higher HP values
-Starting skills are cheaper
-Hard Mode is now fully implemented
-Most enemies now have notes in the bestiary
-HP/MP healing costs reduced
-Protect, Shell, Wall, Haste, Slow, and Water have new animations
-Ifrit battle has been redone; he's much harder than before
-Tons of monster tweaks

Old save files are not compatible. Also, I'd appreciate if someone is willing to play through the game on Hard Mode.

Progress Report

Progress Update

I apologize; it's been a very long time since I've updated the game. I still want to complete the game. It's still in production, progress is just very slow.

Mapping as been completed, and now I'm going to do a balancing sweep for the already completed changes. Here's what I'm planning on:

-Base HP will be increased. This will stop characters from getting one-shot without defensive buffs and make fast monsters more manageable.
-Low-level elite encounters won't be so much of a pushover anymore and will be more interesting to fight.
-The first dungeon (Shadow Caves) will be a bit more forgiving and will have smaller monster groups.
-High-level characters will generate AP at a faster rate.
-Lots of small tweaks to monster balance.

Now would be the best time for suggestions if you have any!

Progress Report

V1.6 Demo Release

It's finally ready! This update is long overdue; I planned to release this almost 2 months ago, but real life kept getting in the way. Anyways, lots of changes below:

-New Dungeon: Demon Palace
-New Feature: Hard Mode (Enabled by talking to the new NPC at Hero Mountain)
-You now have to pay to heal at save points (costs are still being adjusted)
-Slowga now correctly hits all enemies
-Fixed a freezing error and passibility errors in Ghost Islands
-Weakened Cure and Cure II slightly
-Dia and Dia II can now be used on any enemy type, but deal extra damage to undead
-MP cost of status magic is now based on max MP instead of having a fixed cost

This is also going to be the last content update for awhile. I'm going to release the last 4 dungeons and all of the optional content in one, final update rather than releasing them individually. I want to finish this game before VX Ace releases in English, but I'm not making any promises.

Miscellaneous

Proposed Changes

RPGUnmaker finished the Let's Play and provided some useful feedback. These are some of the changes I was thinking about adding to the next version:

-No more free healing at save points. You have to pay gold to heal your characters with the cost being relative to how much HP/MP they've lost.
-All status magic will cost a percent of max MP rather than having a fixed cost. This will stop players from spamming Paralyze and whatnot on everything that moves.
-Monsters will give less XP the more you fight them. The first monster you fight on a map gives 100% XP, the second group gives 50% XP, and the rest give 25% XP.
-Monsters will use their normal attack less often, and bosses / elites will be faster.

So, what are your guys thoughts on these changes? I feel pretty iffy about the XP change myself, but I don't have many ideas about balancing XP other than reducing the XP of monsters across the board.

Miscellaneous

V1.5 Demo Release

It's finally here! This was long overdue but I've finally found sometime to finish it. I'm hoping the next update will be quicker, hopefully before school starts up again. Changes below:

-New Dungeon: Lost Crypts
-An NPC was added to Hero Mountain, he explains stats and status effects
-Osmose is weaker
-New Skill: Explosion Strike (can be purchased after defeating the 5th boss)
-Fixed a bug which made many Enchanted Forest enemies have the wrong icon
-Elemental Shields can no longer be sold
-Save Points no longer ask you if you want to save

Have fun, and tell me what you think! Don't forget to check out RPGUnmaker's Let's Play of my game!

Miscellaneous

RPGUnmaker's Let's Play

RPGUnmaker on Youtube was kind enough to do a Let's Play for me. Check it out!

http://www.youtube.com/watch?v=RImxQmI65DU

Check out his channel for the other parts.

Miscellaneous

V1.4 Demo Release

Just released the latest version! Changes below:

-New Dungeon: Enchanted Forest
-Made shields a bit weaker
-Fixed the Steel Greatsword
-Fixed some other random bugs

So yeah, not many changes this release. The game is really starting to come together now; this release marks the half-way mark. And thank you to all the people who download the latest version and give me feedback, it really helps.

Miscellaneous

V1.3 Demo Release, Name Change

Hello! I've just updated the download link with a new demo! Changes below:

-New Dungeon: Ocean Temple
-Shields have been reworked, +DEF shields now instead increase evasion and reduce physical damage taken by a certain percent, +RES shields reduce elemental damage taken by a certain percent
-DEX is better, now 10% of DEX converts into HIT, 5% into EVA, and 10% into CRI
-Axes have more +ATK
-Daggers have more +DEX
-Spears have more +CRI
-Rank II black magic had it's damage increased slightly
-Fixed a bug that caused Reflex, Shell, and Mental Break to do nothing
-Fixed a bug where many enemies had much more RES and DEX than they should
-Lava Chasm enemies drop less gold
-Ifrit's Eruption deals more damage and is used more often
-Removed autoshadows (finally!)

And about the name change: there's an unreleased X-Box 360 game titled "Dungeon Hero", and I didn't want my game to share a name with a commercial one. So, I changed the title to "Dungeon Champion".

Miscellaneous

V1.2 Demo Release

I just released the new 1.2 demo! Here are the changes:

-New Dungeon: Lava Chasm
-Monsters Balance Changes; many had their HP boosted and damage increased
-Some enemies can drop skills now
-Made offensive magic more powerful, and a few enemies got a new elemental weakness
-Fixed some passability issues
-Fixed some attacks having the wrong icon
-Changed default font
-Windowskin color can now be changed
-Fixed some errors with the bestiary

Tell me what you think about the new version!
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