Diehard Dungeon
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Tricktale  [developer] Mar 6, 2014 @ 4:00am
Diehard Dungeon Roadmap
Hi everyone,

This post will be regularly updated to keep you informed of any updates relating to the development of Diehard Dungeon.

I'm currently working on (updated 11th November 2014):

  • Mini guides for Items, Abilities.

Version 1.8 will be the last of the regular major content patches for a while, as I will be starting a new project and won't be able to dedicate as much time to it as I have been. However, any bug fixes and smaller changes will still remain a priority.

Thank you.
Last edited by Tricktale; Nov 11, 2014 @ 2:46am
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Showing 1-15 of 104 comments
*Junon Mar 6, 2014 @ 10:52am 
Looks like you might want to sticky this post.
Tricktale  [developer] Mar 6, 2014 @ 11:02am 
Done! :)
acesofspades Mar 6, 2014 @ 2:59pm 
The game became stable after the patch. Great work.

I found couple of things you might want to notice. The skill icon in the bottom left side of screen for Heartbreaker and Houdini are mixed up. In the screenshot below, it shows the Houdini skill when just picked up the Heartbreaker. Later in that game I also found Heartbreaker, it shows as Houdini.


On a earlier pass, I found that the whirlwind icon displayed on dizziness stood on screen after the enemy died. Haven't seen it since. Could be a one time error.


I hope that helps. I will post here if I find anything out of the ordinary.
Last edited by acesofspades; Mar 6, 2014 @ 3:07pm
Tricktale  [developer] Mar 7, 2014 @ 4:04am 
Thanks acesofspades! I'll get onto the icon / daze issue now :)
Razielite Mar 7, 2014 @ 7:55am 
hopefully after adding key redefining people would shut up about it and edit their ♥♥♥♥♥♥ Reviews about this awesome game !
Tricktale  [developer] Mar 7, 2014 @ 9:57am 
I've just released a stealth update! It lessens the rebound of the cannon balls to make shots easier to place.

Also, the sword enemies have had their attack zone decreased. There was a small chance that an enemy would attack instantly instead of blocking an attack. This has fixed that.
Auburok Mar 7, 2014 @ 10:17am 
Exellent work!
Kouen Hasuki Mar 8, 2014 @ 7:17am 
Magnet Powerup could be good which would increase the range you pick up items :)

Also what about stickybomb as a Powerup could stick to walls or enemies and explode after 2 seconds?
Kouen Hasuki Mar 8, 2014 @ 7:22am 
Ultra Hard mode could be fun. No Powerups and Double bosses
Laze Dybo Mar 8, 2014 @ 8:02am 
It'd be nice if the blunderbuss that player character is holding and using on the main menu was one of these extra weapons. Was rather disapointed that there's no real access to it in game.
punkllamax Mar 8, 2014 @ 7:05pm 
How about allowing for customization of our player or companion chest? Such as changing appearance. Also, maybe items/pickups that change our appearance.
Tricktale  [developer] Mar 9, 2014 @ 1:33am 
@Kouen Hasuki Great suggestions! I don't see any reason why all of those couldn't be implemented.

@Laze Dybo A bit like: Very old prototype trailer?
The blunderbuss was intended to be the complete gun/blade combo. I'd love to add it back in as an alternative weapon.

@punkllamax If I had the time I would allow the customizing of just about everything :) But as it's just me working on the game, I had to make the tough decision to keep it to one appearance.
However, new animations will need to be created for any new weapons I introduce, so I think it would be a good idea to give the player a difference appearance based on the weapons they choose to use for the run.
Last edited by Tricktale; Mar 9, 2014 @ 1:46am
Coverop Mar 9, 2014 @ 5:01am 
Good to see a developer still working on it's title. Even though It's not in Early Access I still admit the enthusiasms and time spent on this title.

Back to suggestions:

- Land mines (It explodes on small pieces that go in random direction on the map)
- Abyss in the floor (you can fall down)
- Customize player?
- Ability to skip all cutscenes (you know, speedruners)
- Time Attack mode (you have 2 minutes on each dungeon level, except the boss)
- Numbers for gold (so you can know how much chest needs and has)
- Local Co-op or Online Co-op
- Hold to charge sword (aka Link spin-attack) <-- As power up
Last edited by Coverop; Mar 9, 2014 @ 11:03am
MonsterGogo! Mar 9, 2014 @ 6:59am 
Suggestion: Reusable spell items maybe? Doesn't have to be anything fancy, even just reusing spells that enemies already have, except usable by the player, examples:
- Status effect aoe that pyramids use;
- Triangle projectile that reflects into 3 smaller ones;
- Knockback around self;
- Shooting fire like when a torch is broken.
Razielite Mar 9, 2014 @ 8:47am 
all i want for this game is some of the suggestions people said ! And more and more and more and more weapons and unlockables , such as upgrades , perks , etc you know like binding of isaac seriously that makes the player replay the game like hell to get everything
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