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99 Levels. 99 Heroes. Permadeath.
The Ultimate Dungeon Crawler!

Gadria, the world's greatest dungeon. Legends tell of a treasure of unimaginable value that awaits those who reach the final level. Lead 99 powerful Champions, each with his or her unique powers, into the dungeon's depths and unravel its deepest secret.

  • A solid JRPG Dungeon Crawler with 10+ hours of gameplay.

  • Lead 99 champions in descending a HUGE dungeon filled with monsters, traps, and puzzles.

  • 20 classes. Including regulars like Knights, Thieves, Sorcerers and exotics like Swordmasters and Elemental Mages. Each class has its own skills and play style.

  • Healing is RARE. Death is PERMANENT. Time is LIMITED. You probably won't make it.

  • Manage your team by hiring new champions and upgrading camp facilities.

  • Full implementation of Yanfly's Augment system. Forge your own perfect weapons and armor!

  • Hundreds of monsters, each with unique skills. Amazing battler artwork by Aekashics!

  • Mac version now available. Simply click on DOWNLOADS and select the MAC version from the list.


Please note the Demo has only 27 levels and 27 champions, as well as limited items and monsters.



Latest Blog

Back to the Shop. For now.

Hey everyone. 99 is being taken back to the shop for some major redesigns. This game may go in a completely new direction.

So for now, downloads have been temporarily suspended until we figure out where all this is going.

Don't worry, the game'll be back. Follow the game to keep up with our progress. :)
  • Production
  • watermark
  • RPG Maker MV
  • RPG
  • 10/14/2016 06:06 AM
  • 01/10/2017 12:42 AM
  • 10/15/2016
  • 30448
  • 22
  • 0

Posts

Pages: first 12 next last
Looks interesting. I've been planning on doing a 200 floor random generating dungeon myself. This could be a real learning experience for me.
watermark
Hardcore RM guy on Unity...for now.
2798
author=Animebryan
Looks interesting. I've been planning on doing a 200 floor random generating dungeon myself. This could be a real learning experience for me.


Thanks! Parts of the dungeons, such as the monsters, are random generated, but the dungeons themselves are mostly hand crafted as I wanted to implement specific puzzles. Hope this project will be of help to you. Good luck on your project!
author=Healing is RARE. Death is PERMANENT. Time is LIMITED. You probably won't make it.

Why I should try then?
Some people like a challenge. If it's not your kind of thing then just move on. There's a plethora of games out there that aren't this one. :/
I know it's your vision and all, but I have to ask: Is it possible to turn off the time limit? I really like the concept, but the time limit throws me off. I know it's my loss, but I just have to ask.
watermark
Hardcore RM guy on Unity...for now.
2798
author=PerMac
I know it's your vision and all, but I have to ask: Is it possible to turn off the time limit? I really like the concept, but the time limit throws me off. I know it's my loss, but I just have to ask.


Sure! Actually at the start of the game you can choose to play with the Time Limit or without. Playing with no Time Limit gives the game a more relaxed pace and allows you to grind infinitely. I still recommend most players use the time limit as then it will be quite easy to 'escape' to base town often, drastically reducing the sense of danger within the Dungeon.

For those who haven't played yet the 'Time' limit is not real time per say, it's really the max number of game days you have to beat the Dungeon. What this does is limit the times you can use the full recovery at the Inn.
author=watermark
author=PerMac
I know it's your vision and all, but I have to ask: Is it possible to turn off the time limit? I really like the concept, but the time limit throws me off. I know it's my loss, but I just have to ask.
Sure! Actually at the start of the game you can choose to play with the Time Limit or without. Playing with no Time Limit gives the game a more relaxed pace and allows you to grind infinitely. I still recommend most players use the time limit as then it will be quite easy to 'escape' to base town often, drastically reducing the sense of danger within the Dungeon.

For those who haven't played yet the 'Time' limit is not real time per say, it's really the max number of game days you have to beat the Dungeon. What this does is limit the times you can use the full recovery at the Inn.


Okay. That's nice, but if it's limited in "game days" perhaps I can accept it better. Especially if you can't play for long intervals or something. How do the saving mechanism work? Only if you rest at the Inn or a free save point in town?
watermark
Hardcore RM guy on Unity...for now.
2798
author=PerMac
Okay. That's nice, but if it's limited in "game days" perhaps I can accept it better. Especially if you can't play for long intervals or something. How do the saving mechanism work? Only if you rest at the Inn or a free save point in town?


In Normal difficulty you can save in the Dungeon or the Town.
In Expert difficulty you can only save in Town.

Give it a go and feel free to comment and criticize so we can make it better! Thanks!
author=Liberty
Some people like a challenge. If it's not your kind of thing then just move on. There's a plethora of games out there that aren't this one. :/
It's just very questionable method to deliver features of game with lines like "You probably won't make it."
Like that Nintendo commercial with "YOU CAN'T BEAT US!"

p.s I've restarted the game so much times to just get the party I want to see )
Downloaded it, currently playing it on normal difficulty . So far it's fun! The only question I have to ask is: Does the color of the roaming monsters in the dungeon mean anything like difficulty
watermark
Hardcore RM guy on Unity...for now.
2798
@Dragol Wow really? What's your ideal combination? Be interested to know.

@randy295 Glad you're enjoying it. The color indicates somewhat the element of the particular enemy group. It's not completely accurate as some groups are of mixed elements (i.e. Both Air and Fire monsters are included.)

If you have a Seer in your party you can use her Oracle skill to determine what types of enemies will appear on that level and her Scan skill to see the weaknesses and prepare accordingly. All monsters of the same element tend to have the same magical weaknesses.
Played the game for several hours yesterday. WAS enjoying it, but then, there are problems. I find 9 things wrong with your game:

1 - SEVERE LAG! Game tries to use more than 4 GB of RAM. (THAT'S BULLSHIT!)
On top of several 'Low Memory' warnings, the game actually shut down without warning, causing me to lose progress! Grrr!

2 - 5th Floor puzzle doesn't reset like it should & nearly got permanently stuck.
Being able to buy keys in town saved me but the player shouldn't have to rely on something outside the dungeon to progress ahead (especially since this game is a stingy tightwad when it comes to gold, especially with problem #6)

3 - Healing SP costs are fucking stupid! There's no justification for it!

4 - Even with the 'Casual' setting the game is stingy as fuck with Exp & Gold,
as well as Levels & JP!

5 - Ailment duration stacks when reapplied. Nearly got locked down to fucking
Ice Slimes/Sludge/Ooze spamming Freeze, preventing my characters from natually recovering!

6 - Gold stealing skill is completely worthless! It always says that there's nothing to steal!

7 - Elemental attack items are completely worthless too! I've used at least 5 of them & they ALWAYS FUCKING MISS! (including the 'all enemies' ones)

8 - Even on 'Casual' the enemies are too overpowered! Some of them do ridiculous amounts of damage to my Thief & Cleric even though I gave them the best armor & DEF boosting upgrades I could give them! (Cleric had Heavy Armor with Wall Glyphs). This is mostly in regards to 'weapon wielding' monsters with special skills.

9 - Traps don't go away if they're triggered. (a trap should NEVER be able to spring more than once!)

While I enjoyed the game for what it is, these problems completely ruined the experience for me & I won't be playing it again unless these problems are fixed.
watermark
Hardcore RM guy on Unity...for now.
2798
Well, first of all thanks for playing for several hours! Now about your questions.

1 - SEVERE LAG! Game tries to use more than 4 GB of RAM. (THAT'S BULLSHIT!)
On top of several 'Low Memory' warnings, the game actually shut down without warning, causing me to lose progress! Grrr!

Well...will probably have to consult Kadokawa for this. We haven't modified MV in any way. There were issues of memory lag reported. Hopefully this will be solved in the next MV update.

2 - 5th Floor puzzle doesn't reset like it should & nearly got permanently stuck.
Being able to buy keys in town saved me but the player shouldn't have to rely on something outside the dungeon to progress ahead (especially since this game is a stingy tightwad when it comes to gold, especially with problem #6)
As floors after 3 are randomized, please mention the floor name so we can help you out.

Now keys, unlike other key items, remain with you after you leave a floor. There is a dungeon 'Boxes and Doors' that rely on keys. The idea there was the player needs to grind for gold if they fail to deduce the correct path.

Also a tip: there are dungeons that will require you to purchase certain items besides keys from shops to solve...

3 - Healing SP costs are fucking stupid! There's no justification for it!
That is by design. The problem with a low Healing SP is that players can circumvent the healing scarcity with ether + cleric. Unlike a traditional JRPG where healing is easy, healing is purposedly made expensive and rare in this game. The design is you should lose at least about 1 hero per 2 floors. You can think of it more like how healing is handled in D&D games, which is quite rare outside of resting.

4 - Even with the 'Casual' setting the game is stingy as fuck with Exp & Gold,
as well as Levels & JP!

Hmm... Perhaps the gold could be rebalanced, especially for the casual level.

5 - Ailment duration stacks when reapplied. Nearly got locked down to fucking
Ice Slimes/Sludge/Ooze spamming Freeze, preventing my characters from natually recovering!

Some fights are tough. I do say. Well, I would like to think of it as part of the fun.

6 - Gold stealing skill is completely worthless! It always says that there's nothing to steal!
Ah yes, that's a bug. It's been fixed in the latest update.

7 - Elemental attack items are completely worthless too! I've used at least 5 of them & they ALWAYS FUCKING MISS! (including the 'all enemies' ones)
Good catch. Let me look into that.

8 - Even on 'Casual' the enemies are too overpowered! Some of them do ridiculous amounts of damage to my Thief & Cleric even though I gave them the best armor & DEF boosting upgrades I could give them! (Cleric had Heavy Armor with Wall Glyphs). This is mostly in regards to 'weapon wielding' monsters with special skills.
Good catch. That's a balancing issue we'll look into.

Still, note that the Cleric and Thief are one of the weakest classes statistically by far as they provide rare useful skills: healing and detect traps. They are designed to be liabilities in battle. For floors that are combat heavy (and trap free) it's probably better to bring other classes.

9 - Traps don't go away if they're triggered. (a trap should NEVER be able to spring more than once!)
Well...this is again by design. It's inspired by how traps are done in Legend of Grimrock: some traps never shut off. Hence why the Thief is VERY IMPORTANT. The conumdrum is we've also given the Thief weaker than average stats. Also, some traps such as the falling rock trap, is sprung only once (until dungeon reset.)

While I enjoyed the game for what it is, these problems completely ruined the experience for me & I won't be playing it again unless these problems are fixed.

Thanks for providing valuable feedback! It helps us make the game better.
The lag issue isn't really an MV problem. I started up another MV game (Chelsea) to see if it was MV itself or the game. The Chelsea game only used 2.05 GB of RAM, where 99 actually fluctuates just under 4 GB and sometimes tries to use more.

This sort of problem can be caused by certain types of parallel process events or scene handling (I've had occur in the Town, while loading a battle or even finishing a battle (victory aftermath). It's definitely caused by the game, not the engine/editor.

Btw, would my save file from the previous version be usable in updated version or would I have to start over?
watermark
Hardcore RM guy on Unity...for now.
2798
We'll look into the memory issues and see what can be done.

Your save file will work fine in the update. Simply copy them over to the new game's save file location.
Found a passability bug:


Also, why won't the Opening Ritual on floor 12 work?
This is the right setup, right?

(why won't spoiler tags work?)
watermark
Hardcore RM guy on Unity...for now.
2798
@Animebryan Good find on the passability.

The Sorcerer's Lab is one of the harder puzzles. Good job finding all the clues! For the final opening, you have to see it from the heroes' perspective, not the player's on screen. Think of it as:

Looking at the pentagram from outside the circle looking in, facing the center. So 'left' for the dark crystal is actually reversed. Simply switch your water and fire crystal positions and you got it!
Kloe
I lost my arms in a tragic chibi accident
1594
Indrah was streaming it and he found a big glitch with the thief's escape skill, it basically crashed the game and was really weird animation wise.
watermark
Hardcore RM guy on Unity...for now.
2798
author=Kloe
Indrah was streaming it and he found a big glitch with the thief's escape skill, it basically crashed the game and was really weird animation wise.


Oh she streamed it already? That's awesome! Let me ask her where I can see it.
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