When I read in the description that this was a "mystery dungeon game" I became excited. I played the Pokemon mystery dungeon games to death back in the day and I was hoping on reliving that nostalgia. And thankfully this game delivered.
When playing this game the player has a lot of balls they have to juggle. There's three meters to keep track of, cooldowns, and decisions about what to equip and what encounters to get yourself into. And the game is just difficult enough that I felt that my choices mattered. I was fully engaged. And the game gave me a constant stream of new equips and items to keep me wanting more.
Decisions like if I should get myself into an encounter was something I didn't have a blanket solution for. I had to weigh the risk reward of whether the resources I was going to consume was going to give me an adequate payout. Though I wish there were more shops to spend your money on. There was quite a bit of strategy to taking down the first boss. But I think the boss should have been easier considering it was the first one. I had to save all my resources for it and even then it was a close fight and I'm sure I got lucky.
I think a missed opportunity was destructible objects. In the first dungeon my fire spell would hit the cans and I was hoping they would explode causing damage to all nearby entities. I think something like this would add to the strategy of the game and make dungeons feel more unique. I also wish that there where more objects you could interact with during the hub world portions and even goodies to find if you went out exploring.
The art is cute and nice to look at. The UI is intuitive and made my play feel smooth. Albeit I think it could have benefitted from being higher res. I take issue in that the enemy and dungeon art look pretty uninspired. I think it would have helped if the terrorist group had a logo and the base had some decorations. The enemies look like enemies you've seen plenty of times. They didn't make the world feel distinct. I wish there were character portraits during the dialog scenes. I also wish the equips change Lottie's appearance but perhaps I'm asking for too much here. I like the magical girl theming and want to see the game lean more into the imagery and archetypes of magical girls.
I really enjoyed myself with this game. So far I've only played through the first dungeon. I plan on playing through the second but I got others demos to play and give feedback on.
Glad you enjoyed the game and that you felt that your choices mattered in combat (I'm a big believer in the "games are a series of interesting choices" quote). I agree that destructible objects would be cool and it's something others have asked for so I may add that in the future. Giving the enemy organization a logo is a good idea too, I could have it plastered all over the base and on their vehicles. I did consider adding portraits for all the characters but I may have to brush up on my art skills a bit first lol.
The Settings button in the main menu doesn't seem to work. I'm not sure if that's a glitch, or if you just haven't gotten around to implementing it yet.
Roguelike mode is fun, although it took me a minute to realize I had to press W/A/S/D in the direction of an enemy to attack.
Redid the story for the 1000000th time. In the new story, Lottie starts out as a normal girl while Doria is a magical girl. Also Doria is super tsundere now
Added content up to the end of the 2nd dungeon. (The game is planned to have 8 dungeons total)
Split the game into Story Mode and Roguelike mode. Roguelike mode works more like a traditional roguelike - permadeath, no save files (instead the game automatically saves on exit). Also in this mode there is no story and all the dungeons are "combined" into one mega-dungeon.
Added autosaves at the beginning of each dungeon floor in story mode
Added traps
Added status effects
Added summon system. You can summon Doria to fight with you
There are some NPCs in town now (more to be added later)
Comments
When I read in the description that this was a "mystery dungeon game" I became excited. I played the Pokemon mystery dungeon games to death back in the day and I was hoping on reliving that nostalgia. And thankfully this game delivered.
When playing this game the player has a lot of balls they have to juggle. There's three meters to keep track of, cooldowns, and decisions about what to equip and what encounters to get yourself into. And the game is just difficult enough that I felt that my choices mattered. I was fully engaged. And the game gave me a constant stream of new equips and items to keep me wanting more.
Decisions like if I should get myself into an encounter was something I didn't have a blanket solution for. I had to weigh the risk reward of whether the resources I was going to consume was going to give me an adequate payout. Though I wish there were more shops to spend your money on. There was quite a bit of strategy to taking down the first boss. But I think the boss should have been easier considering it was the first one. I had to save all my resources for it and even then it was a close fight and I'm sure I got lucky.
I think a missed opportunity was destructible objects. In the first dungeon my fire spell would hit the cans and I was hoping they would explode causing damage to all nearby entities. I think something like this would add to the strategy of the game and make dungeons feel more unique. I also wish that there where more objects you could interact with during the hub world portions and even goodies to find if you went out exploring.
The art is cute and nice to look at. The UI is intuitive and made my play feel smooth. Albeit I think it could have benefitted from being higher res. I take issue in that the enemy and dungeon art look pretty uninspired. I think it would have helped if the terrorist group had a logo and the base had some decorations. The enemies look like enemies you've seen plenty of times. They didn't make the world feel distinct. I wish there were character portraits during the dialog scenes. I also wish the equips change Lottie's appearance but perhaps I'm asking for too much here. I like the magical girl theming and want to see the game lean more into the imagery and archetypes of magical girls.
I really enjoyed myself with this game. So far I've only played through the first dungeon. I plan on playing through the second but I got others demos to play and give feedback on.
Glad you enjoyed the game and that you felt that your choices mattered in combat (I'm a big believer in the "games are a series of interesting choices" quote). I agree that destructible objects would be cool and it's something others have asked for so I may add that in the future. Giving the enemy organization a logo is a good idea too, I could have it plastered all over the base and on their vehicles. I did consider adding portraits for all the characters but I may have to brush up on my art skills a bit first lol.
Get 10 Dollars Simulator
The Settings button in the main menu doesn't seem to work. I'm not sure if that's a glitch, or if you just haven't gotten around to implementing it yet.
Roguelike mode is fun, although it took me a minute to realize I had to press W/A/S/D in the direction of an enemy to attack.
Lol I was lazy and made all enemies drop the same amount of money but I can change it up a bit.
Yeah the settings button is just a placeholder for now. I plan to add a proper tutorial later on too. Thanks for playing!
Changes since last DD: