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pre-jam devlog (optional)
A prototype for a turn-based management sim game about sending adventuring parties into dungeons for loot. Only the most basic mechanics have been implemented, but you can hire adventurers, send them into dungeons where they level up and bring back loot, heal them back up in town, and train new traits.
One of the big things I'm going for is the idea of team building--I want an adventurer's social skills to affect the party's success. Right now this means the bravery stat and half the charisma stat are added to party morale at the beginning of a dungeon quest. The party loses morale each day and when adventurers fall in combat, and if it drops to zero, the group disbands. I want to build on this idea much more--there will be a designated party leader, whose charisma will have a greater effect, and I'm considering many other possibilities like trait synergies and combo attacks. The ultimate goal is for team selection to be the bulk of the strategy, and the player will need a flexible array of adventurers to tackle different combinations of dungeon hazards.
The dogs have no special meaning--they're just mixed in with the randomly-selected character portraits. I don't know, I thought it was funny at the time.
Post-Jam Devlog | Post-Mortem (optional)
The hardest part of this project by far was creating a flexible, dynamic menu system that responds to changes in the underlying objects. I'd guess a solid 10 days in total were spent just on that. It's a big challenge, and I understand now why web development frameworks like React and Vue are so complicated. If I were to start this project over from scratch, I would consider other frameworks and solutions besides rolling my own in Godot.
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Comments
I really like the concept of your game, with the focus on adventurer management, rather than on fighting. I can see myself sinking a few hours into this one once it's finished.
As a constructive comment, I have the impression the UI is a little cluttered at times. Maybe it's because I played on full screen, but I reckon a smaller font and smaller portraits might improve the player experience. Also, some windows could do with a "close" button. Sometimes you want to get rid of a popup but it's hard to know how.
Anyway, as I said, it looks great. Two thumbs up!
I see a lot of potential here. Well done.
Things you could improve:
Inventory management - would be nice to see the stats of the currently equipped item, also an side by side view of character and inventory with drag&drop could be an improvement
A "loot" screen - when the dungeon is completed it would be nice to have a screen where the gained items can be seen. The loot going directly into the inventory feels a bit anticlimactic. I think this could be the most interesting moment in the game: what do I get from the run?!
More content - I quickly had 4 heroes with 3 traits and a lot of money with nothing left to spend it on...
It looks like you got a lot of work done this month, UI is no joke and designing dynamic UI sounds like a pretty big handful. Congrats on getting this far!