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Fordítási probléma jelentése
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.
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?
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.