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Do I only have 5 Inventory Slots? Found 3 Chests, immediately full. Opened another one, didn't get told what is inside, Item just got destroyed. An option to swap it with one of my Slots if its full would be nice, so I don't have to permanently keep one Slot empty in case I find something nice.

 I like the Layout, the Log and the Minimap, its nice and compact. I wish seen Areas would stay grayed out instead of fully black when moving out of Vision tho. And I wish I could interact with Corpses. If I can't, no Point in displaying their Symbol on the Map.

Trolls are Hard, don't know if every Enemy should be on every Level, but my Inventory is at least empty again now.

You seem to have some blurryness or blooom on your Walltiles. Is this intended? Makes it seem a bit more Sci-Fi then what I was expecting with Trolls and Goblins and Stuff.

Stairs should be marked on the Minimap. I assume theres no Leveling yet? Seeing as I destroyed 2 Trolls and a bunch of Goblins already.

Stairs and Chests shouldn't spawn in Pathways. And I think there are too many Chests with too many Healing Potions, considering theres also healing over Time. Which has no drawback as there's no Hunger or anything yet.

Died on Floor 10 after just not paying attention anymore. Theres not enough Content there for so many Floors yet obviously, and its too easy. Misses some Sound, and the Messages/Info Overlay doesn't seem to conform to the Grid of ASCII properly. But you're not on a real Grid anyway, so who cares I guess. At least fix that the top row of the Messages Box is only half visible. 

Leveling and finding Equipment would be nice, instead of only healing Potions.

Other then that, no Bugs and fun.

(2 edits)

Hey thanks for all the detailed feedback. Yes the game is still very basic at this point.

Item swapping -- Since healing potions are in abundance, I simply use one before opening a chest if my inventory is full. The way the map's info is tracked currently doesn't lend itself to "drop" items and pick them up later very easily. At some point I do intend to refactor that. 

Seen Areas -- I tried implementing this. I'm currently using ROT.js and can't seem to figure out how to get the the FOV utility to draw already explored areas. I know it's possible as other ROT.js games have achieved this, but because I couldn't figure it out, I opted for the minimap.

Corpses -- I plan to add some corpse functionality at some point.

Stairs -- Yea I guess I'll go ahead and mark them on the minimap.

Leveling -- No leveling yet.

Chests -- Currently there are only 2 items in the game. Scrolls of Fire and healing potions. Chests currently have a very small chance of giving you a scroll. I made the chance so small because it's a powerful, no miss item that's capable of killing all current monsters with one hit. I'm going to increase the drop chance I think. I'd like to see it pop more often.

Dungeon Levels -- The dungeon is currently infinite amount of levels. When descending the stairs, a new map is generated. Currently the only "goal" is to see how high you can get your score.

Info/Message tabs -- I'm not entirely certain what you mean with what you've mentioned here, but the info and message tabs aren't being rendered by the game, they are simply HTML elements on the webpage itself.

Equipment -- I would like to implement equipment, but I don't really have any ideas for what to implement. I guess I could implement scaling difficulty for the monsters? Right now you start with +2 defense and +3 attack. The way combat works is each number is represented by 1d6. For example when the player attacks, you roll 3d6. Anything over a 3 is a success. If the monster has +2 defense, it rolls 2d6. Any successes are subtracted from the player's successes and that's the damage you deal. So if you roll 3 attack successes and the monster rolls 2 defense successes, you deal 1 damage.

I would like to implement more content/systems/etc, but I'm just very much out of cool ideas.

Thanks again.