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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
  • 36091
  • 22
  • 0

Posts

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@shadowshurt Hey thanks for playing! Yes, the game seems to be suffering memory issues with the current version requiring lots of memory.

Hence my thought of redesigning the game with new, smaller maps. This might be the only way to solve this for now. OR maybe we could have an option to turn off the lighting script and make the Dungeons fully lit for some players. Although the lighting makes for a much better experience.
So, this may just be a problem I have because my laptop's old and crappy, but ever since the dungeon was changed from being fully lit to having the torches everywhere, the game slows down insanely while going through the dungeon floors.
@OfficialLostSouls Hi, thanks for playing! I used Yanfly's Class Change Core, script to alter my classes. You can find it here:
http://yanfly.moe/2015/11/27/yep-32-class-change-core/

It's really useful. You just gotta tweak it a bit depending on what you want to do with it.
If I may ask, what script did you use to get the random character generation?

If it's a free script, I was wondering if I could use it for a game that I am making.
Hey guys. A minor update 2.7 is now out. It mainly fixes a few things in 2.5 and is fully compatible with 2.5. Also its core is now MV 1.3.4! Yay! I THINK it runs a little faster. Not sure though.
@OfficialLostSouls Hello! Glad you're enjoying the game!

As all dungeon floors are randomly ordered after floor 3, please indicate the NAME of the dungeon when you ask a question in the future. Because everyone's floor 4 will be different. In your case, I think the floor you are referring to is Macabre Theatre?

HINT: The two locked doors in this level are controlled by the alphabet tiles in the center. You need to collect 6 alphabet letters scattered throughout. The trick is the center spells TWO words. As indicated by the sign, they have something to do with speaking and mime. One word opens the door to the west, the other to the east.

Open the Hidden Content below if you need the solve:

The two words you need to spell are LISTEN and SILENT. Remember to pull the lever after you spell a word.

Hey, I have a question:

On floor 4, I have not been able to figure out how to open the door with the red button behind it.

Are there any hints you can give me to where the solution is?
We are allowed to shamelessly ask for nominations right?

Anyway peoples, if you played and liked this game, would someone nominate this for the "Most RTP Game Award" for Misaos? This game uses a lot of RTP if nothing else. :p
After seeing Indrah's live play it made me realize how slow it took to load the base town on some computers. It doesn't happen on mine so it wasn't noticed till now. It has to do with parallax mapping as that's the only map that uses that. Anyone know of good tips to work around this?

I am thinking I might have to get rid of the current base town and replace it with something else in the next update if there's no good resolution to this...
@Animebryan Well, I am sorry that somehow this game has gotten you riled up for whatever reason. It is just a game, mate. Relax.

I am not trolling the player, the game is just designed to be difficult. You are entitled to your opinion. I respectfully disagree. I personally quite like these types of games. I think it's quite fun. Perhaps you and I find different games enjoyable. Like you mentioned you are planning to create a dungeon crawler as well. I am sure you will design it in a way that suits you.

Btw, in the mirror room, it is necessary to get the glasses before you can enter any mirror. The glasses will allow you to escape at any time.
On floor 14, Hall of Mirrors I think it's called, when I finally got to the yellow lever, I was stuck in that room with no way out! You're trapped in there. None of the mirrors in that room take you anywhere other than another mirror in the same fucking room. Also, why does the Steal skill steal gold as well? Isn't that what Pilfer is for?

And another thing, that whole 'perspective' thing for the sorcerer's lab doesn't make sense. Because no matter how you look at it, the setup I posted & the player's view is in fact the correct perspective. For the left & right to be considered in reverse, that would mean that you're viewing it prom the character's perspective IF they were above it looking downward, which is impossible considering the wall just above all this. It's also not consistent considering that the Earth & Air orb positioning is perfectly fine from the player's perspective, including the Summoning Lesser Demon ritual layout as well. Inconsistent directions like that is just BS!

I'm starting to think that either you're trolling the player on purpose or you completely lack common sense. When making a game, never forget the purpose of the game. A game that feels like a chore to play instead of being fun & enjoyable will never be successful & will just eventually shun most players who try to play it. Like Dragol mentioned in her first post, if this game is the kind that you simply 'Won't make it' in, then no one will ever complete it. They'll just get frustrated & say "Fuck this shit! There are way better games to play or things to do then to put up with this shit!"

I am officially done with this game & will delete it off my computer to free up some space that's better deserved to better games or something. In my first post I mentioned that this could be a learning experience for me. Well, what I've learned is what NOT to do in a 100+ floor dungeon crawler. I hope you learn something from this post as well in regards to how you handle this game's development. Btw, you really shouldn't label the game's version to 1.0 or higher unless it's actually complete. It should've started at 0.1 or something. Anyway, I'm done.
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.
Kloe
I lost my arms in a tragic chibi accident
2344
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.
@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!
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?)
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.
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?
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.
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.
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