Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Transformation Dungeon

A In development dungeon crawler were you avoid (or actively pursue) transformations into various enemies. · By jakethebeest

Some of my own thoughts

A topic by 牛獸人杜恩 created Feb 14, 2024 Views: 319 Replies: 1
Viewing posts 1 to 2
(1 edit)

Thank you for creating this game and for giving me the opportunity to play it. I think this game has a lot of potential and I want to share some of my own thoughts with you. 

I enjoyed the transformation of the game, but I felt that the phases were too slow and took too long to progress. I counted about 80 rounds from phase 1 to phase 2, about 90 rounds from phase 2 to phase 3, and I lost track after that as I was frantically pressing ASDW and space. (after a few more gamethrought, it seems when the character reach lv2, the transformation will be obviously slower)

I also noticed that losing to other enemies would change the character into something else, which seemed to reset the rounds (or because I use remove cruse before? But as there is no feeback, I am not sure). Lets say I could really feel the struggle of the character I controlled. I hope you can consider adjusting the speed and the logic of the transformation process to make the ending more engaging. I appreciate your hard work. 

Developer(+1)

Thanks for the feedback. as for the first point on transformations taking too long. i don't feel like its a good idea to speed them up. the long wait between stages is actually by design mostly because of difficulty. less time between transformations means less time to fix the problem.  with that being said what i can add is a fast way to skip through turns. which if your actively looking for transformations you can speed up transformations. 

as for leveling up, it actually doesn't effect the speed of transformations at all. leveling up only currently effects hp/max hp. i should add more perks to leveling up but right now it just acts as a reliable way to heal. 

when an different enemy starts to transform the player it techanilly does reset the rounds. more specifically the player is actually transforming into both enemies at the same time. but there is a hidden priority system in place where enemies with a higher priority can override lower priority enemies. for instances wolves and snakes have the highest priority, so lets say you are 20% a kobold. it would go 30% kobold 10% wolf. 40/20 60/40 now you are fully transformed into 2 different enemies so one will start overriding another so it would go 50/50 20/80 0/100 and you will get the wolf ending. (also if the enemies have the same priority it will prioritizes the one that your transforming more into) 

as for spell feedback. or feedback in general. i do want some way for the player to see if their spell actually does something. but i plan to lock it behind a spell. mostly because i want diagnosing if you are transforming to be a learned skill in this game. if i make it readily available people will check their transformation status after every fight which will slow down pacing. 

either way i thank you for playing and giving feedback, it helps alot.