Motherfucking Monomi Jan 16 @ 11:34pm
I want to like this game...
...but I feel like it has nothing to offer. I'm very fond of roguelike RPG's, but I feel like this game has very little depth. I seem to just run around rooms that all look like the same thing while listening to the same looping music, mashing spacebar to defeat monsters that all just run at you (with a few notable exceptions). There are no classes, no special abilities, all playthroughs feel like the same thing over and over again and they are incredibly long. After over an hour of play, the game becomes really tedious and I kind of hope some monster kills me so I can register my high score and stop playing for the day.

Am I missing something? What do you think this game's strong points are?
Last edited by Motherfucking Monomi; Jan 16 @ 11:37pm
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Cap'n Robot  [developer] Jan 17 @ 4:33am 
Hello :)
I'm the developer, so my response is going to be a bit biased...

All the rooms are the same in texture, its a dungeon. The variety does change as you get closer to floor 26, lava, chambers full of monsters, that kind of thing. Our focus was not in creating a change of scenery, but in progressing gameplay (more on that in a sec)

The music is never the same. There are 244 pieces of music from 18 songs that all fit together in a new way each time you play, depending on the monsters and tiles the dungeon generates. The probability that you will hear the same song twice is impossibly low.

If you are mashing the spacebar at monsters, you won't get very far. Timing attacks and learning the patterns and effects of each monster is the core of LoD's gameplay. Running at a mummy slashing away will probably let him get a hit off and damage your weapon, lowering your defence.

There are at least 2 new monsters each level, and all of them behave differently. This is where the gameplay progresses.

Instead of classes (which actually are coming in a later update) each item changes your players ability. Mele items change your attack speed and range. Magic books might let you summon an army, transmute monsters, or fire magic missiles. There are tons of things, shields, machine guns, lasers, confusion rods, crazy stuff. Most of the hats have effects too, lots of hidden stuff that might not be apparent right away.

Learning how and when to face monsters, which items to use, and what risks to take, are where Legend of Dungeon's strong points are.
Last edited by Cap'n Robot; Jan 17 @ 4:34am
Pritchard Jan 17 @ 5:46am 
While I generally agree, I too would like to see more visual variety in the dungeon. Something that dungeons (especially in fantasy settings) have become known for is their exciting visuals and varied interiors. The problem that faces Legend Of Dungeon is that the dungeons themselves are the exact opposite of exciting or appealing, at least in my opinion. For something that is the focus of the whole game, i find this to be a bit dissapointing.

I understand that you are focusing on progessing gameplay rather than the scenery, but why not do both? Enticing a player to keep playing your game can be difficult to do at times, but strong visual cues that hint at their relative progress can encourage players to go for the "Just one more level" attitude. As it is, the only cue that you're really getting anywhere in Legend Of Dungeon is the number of the floor you're on and the appearance of some new enemy types. Hardly inspiring, unfortunately.

As a small indie studio, it's understandable that you would want to save time and money where possible. Therefore, I would suggest considering some of the simpler methods for creating visual progression, at least until a later date when you can apply more polish to the game. Slight colour swaps as levels progress, different object designs and a "gloomier" atmosphere (fog particles, etc) could contribute to the feeling of progress.

Take for instance the Binding Of Isaac by Edmund McMillen. This game doesn't actually have much variation in its levels, with only the incredibly simple room layouts, monster types and textures changing as the character progresses through the game. Yet, the farther you get, the more and more accomplished you feel. This comes through a combination of increasing difficulty from harder and tougher enemies, and that visual transition as the player delves lower and lower.
This visual transition is not exactly vast. Every room has the same kind of rocks in them, and some have holes. Not particularly exciting, is it? But because of how the floor texture changes, and the walls with it, the whole experience feels new and exciting the first time you see a new floor.

Something like that could possibly work for LoD. Depending on implementation, it might not be very hard to do at all.

Thoughts?
Motherfucking Monomi Jan 17 @ 8:42am 
Thanks for the detailed answer, Cap'n Robot. I didn't expect the dev himself to answer my question.

Sadly, after reading your description of the game's features, I just don't think LoD is for me. None of this really grabs my attention (although I had no idea the soundtrack was so vast, somehow I never noticed during my few hours of play). It's a good thing the game was sold at a very low price during the sale, though : I don't feel ripped off even though I didn't really enjoy the game.
Last edited by Motherfucking Monomi; Jan 17 @ 8:49am
KingGraham'sPixelatedShoe Jan 17 @ 8:48am 
I agree, Pritchard, with your desire for varied atmosphere. I look forward if in a sequel we leave the dungeon, and venture outside...or move to the top of the castle, seeing a landscape behind us, possibly with weather varients, etc. But in a culture where everything seems so subjective, where we want what we want, asking other people to change, instead of changing ourselves. I'm commenting on the culture we share, not you. But, it is interesting that complexity insinuates goodness, but I disagree. I think simplicity conveys goodness, there is variety here we just need to see it, and enjoy the sounds, colors and challenges as they are. Perhaps the lack of visual transitions IS part of the challenge. For what it's worth, I find the gameplay very fun, addicting, and - looking forward to a sequel - this more than wets my appetite. The design is very fun, the pixels almost impressionistic, giving room for my imagination. Anyway. It's just a game. Can't beat a walk in the woods! Cheers
Last edited by KingGraham'sPixelatedShoe; Jan 17 @ 8:51am
Sapientia Jan 17 @ 1:03pm 
The game style is unique. Its beautiful, fun to play, and so hardcore. The black background suits the game i think and i love just the look of it all! The simplicity is great considering games like world of worldcraft (which is wierd to me a lot.) And lots and lots and lots of hats! Overall it gets more interesting as you progress. Happy throwing cats in lava!
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