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it would be really nice if there could be a sequel, that's partly depending on the decisions that were made in the first game :-D I know this would require much effort, but two different szenarios of the three possible endings of Part 1 would be great.
I'm mostly in the Mages in RPG's, so they're the most interesting Characters for me. I want to see, how Caecilys future will evolve, but also would like to see how Danthiennes and Isabelles stories are going on. McBeth, Rouge, Vantayar, Alisha and Lee are very interesting Characters too and got a high potential for an appearance in the sequel.
The most interesting place in my opinion is Kalmaruss, but Nightvale schould also be a very nice location.
Two or three different groups/guilds (Mage guild ;-D ) that are competing in some kind could be part of the sequel. Maybe teaming up with one of the ohter factions, because the third is planning to cause chaos and pain.
Personally I would like to have deeper going romances even if there are less options to romance (4 or so would be enough for me), cause it feels much more natural if it needs a bit more time to evolve a relationship (especially the step from the first kisses to a wedding).
And last but not least: More than one combat musictrack would be very nice, maybe special tracks for bosses or so :-)
Thanks again for this great game :-D
Greetings,
Frickus
With that in mind, I'd say expand on what DD already is. It's fairly open-ended, but the general direction remains the same: you become a badass who leads a group, you drink Grant's delicious, delicious tears, you find out what's at the bottom of the dungeon, and it goes more or less the same each time. I think more factions, and more choice in the factions you take part in or lead, would go a long way. Different destinations or more divergent endings would also be interesting. Maybe there's an underground cult that worships the beings of the dungeon and wants to unleash them on the world. Maybe there's a group that just wants to exploit it for financial gain. Maybe some of your own party members have divergent views on this and whatever choice you make turns former allies into enemies. There are lots of directions you can go with it.
I think a lot of the existing characters are interesting and could have stories of their own. But to me, if the game is meant to be around the central theme of this magical dungeon, then the dungeon itself is kind of the main character and everything else supports it.
If you don't go that route I think it would be nice if the prot from the first game could be ported in. Perhaps theres some sort of threat to the realm (war, dragons invading, old gods returning, eldrich terrors, etc.) where the king of aritstocracy summon the hero of escalia to help save the realm. He/she could then meet other great champions of the realm. Of course the question of if the relationship(s) formed in the first game are strong enough to survive as the hero leaves escalia and faces temptation abroad.
To get back to the original question, I think the three starting locations being expanded on would be nice. Probably the capital in particular. I will disagree with some of the others on here and say that I'd like to be able to travel from town to town but still have options of building buildings and dating of course.
Regardless of what you do so long as its even half as good as dungeons dreams 1 I know your going to make an amazing game. Thank you for all your hard work!
On one hand, it's pretty clear that Ecalia is but one (admittedly very unique and adventure-friendly) place in a larger world that has a fair bit going on outside of dungeon-delving. Being able to see more of the setting you've created would be neat.
On the other hand, what made Dungeon Dreams stand out to me more than anything else was the sensation of building up your tight-nit group of adventurers, friends, and even a waifu (and husbando, once the female PC is an option!) and developing a relationship with Ecalia itself. I think it really says something that the scene where your companions raise a toast to the team's collective progress and you specifically for bringing them all together despite the bumps in the road and the Guild (or at least Grant's pack)best efforts to discourage you brought a genuine smile to my face and gave me a fuzzy feeling I haven't gotten from games in quite some time.
As curious as I am about the larger world, it definitely should not come at the expense of that unique and glorious element.
Regarding possible solutions to get the best of both worlds, and give story justification for why you can endlessly delve dungeons, fight monsters, and get loot...perhaps the next game could have you involved in some sort of expedition/adventurer-caravan? Rather than a single dungeon with clearly divided sections, you and your party could be navigating some frontier/cursed/etc. territories with an abundance of monsters to loot parts from and treasures to loot. Gameplay systems may need to be reworked a bit to accommodate more focus on harvesting monsters or trading in/crafting with valuable resources rather than having gold and super-equipment be literally generated by magic, but the main focus here is the story and characters.
Such an arrangement could give you a Guild-esque hub or encampment for yourself and other adventurers to bond and get to know each other. Having an element of traveling in the game, even if it's as simple as a list of destination, could also allow you to have multiple locations to visit and develop with their own cast of characters in the same vein as Ecalia. All of that does run the risk of not allowing the NPCs to interact with each other and feel like a community as much as packing virtually the entire cast into a single city permitted, though said NPCs being capable of travel themselves may mitigate it somewhat.
Of course, all of this is essentially me spitballing and I'd like to emphasize again that depth should not be sacrificed for width here. You did a beautiful job with Ecalia and more of the same is very much welcome :)
Now, I've mostly talked about story, but the Tentacle Wizard also makes a decent point as far as gameplay goes. I didn't hate the battle system and there's some enjoyment to be had from the Job System and the abilities you can play with, but I'd consider it more functional and competent than anything else overall. If in-combat options could be expanded, sped up, and generally fleshed out, that would be a nice and give the game less of a "do the game, but stay for the awesome story/experience" sort of recommendation.
As far as location goes, the magical city (the name of which eludes me right now) may make for an interesting setting, as it gives a pretty easy basis for why you'd be there, why you'd be adventuring and why there'd be a ready group of potential allies (and rivals) at hand perhaps?
I think the original struck a good balance between slice of life stuff and dungeon crawling, though expanding the minigames associated with some of the side jobs (lumberjacking, bouncing, etc) might help flesh out a sequel. Moving away from the RPGMaker format would be nice but I also understand that is also a lot of extra work on your plate, and I'd honestly rather see a new game with more or less the same set up as DD than something that may take much longer to see light.
In any case though I'd definitely be keeping an eye on anything you put out, thanks again for all the hard work!
but my wishes would be that its a sequel or that its not related to this game.
like a completly new story.
and a bit more character selection. e.g. hair color or hair style.
Some games allow you to speed up combat when you press a button, would it be possible to do in DD2?
This is very important, and I will definitely upgrade that feature in DD2.
By the way, I haven't tried this and it's not official, but here's a speed hack: https://steamcommunity.com/app/1010670/discussions/0/1814296273142508792/