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You played Elona? I'll never forget my mutant wizard with 8 hands, he had so many weapons. I wish races were customizable and you simply had points to add whatever limbs you wanted, and even ways to grow more limbs in game maybe with a malus to global speed. And maybe a way where enemies just escale by a % that lets you keep going. Have you ever played Tyranny? The customization for spells in that game would fit Dungeonlike really well. Here you have spells like Fire aura that enchants your weapons with fire. On Tyranny you had something like a "Weapon enchantment" as a base, and then you could enchant the weapon based on which elements you mastered. (Fire, force, cold, lighting, death, etc). It might be a good lead for the game, i like it so far!. 


Also, i'm not sure if its intended but i had always +100% chance to hit every bodypart of everyone, except enemy wizards which i barely had between 91-95% to hit they head. Yet when i used the spell shield on myself and tried to attack myself i had -90% chance to hit. Right now there aren't many enemies with magic powers to fight, but that shield would be the meta to defeat them. 

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I consider Elona one of my main inspirations, along with ToME, Dwarf Fortress and some others. I liked the customisability of your character, all the wacky mutations, many ways of influencing the items (changing materials/making stuff +4 etc) and on top of that an open world with your own house/museum etc... On the other hand I played a fair bit of Dwarf Fortress, and I loved the damage system with all the limbs and armor pieces. Dungeonlike is meant to be (at some point in the future) a merge of my favourite features from these games, together with all the brilliant UI solutions that exist in ToME. 

Did not play Tyranny though, might need to take a look. My idea for spell customisation was based fully on my experience with Elder Scrolls 3: Morrowind, but your description of what Tyranny achieves  sounds very interesting. With respect to race customisation. I recall your comment from several months back with these suggestions, got this listed somewhere in "things to consider" list (which is a huge list...).

Hit chance for spells relies on spell power,  so while your spells start hitting harder, they also pierce through enemy  hex resist easier (that is defined by Intelligence stat + Concentration skill). I suppose you reached a level of power which left enemy stats far behind in the dust, which might mean I need to adjust some of this, especially for enemies later in the game. I might also introduce "partial resist" mechanic, as currently such "200 dmg crush" spell like yours either hits and kills the enemy instantly, or just misses entirely. There should be something in between I feel, or some additional layers of defense against magical attacks. Otherwise all bossess will be always wiped with ease by any mage character.