Little Dungeon Stories

Little Dungeon Stories

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Little Dungeon Stories - Throw your ideas here!
This post is mainly created for beta testers on the Kickstarter Page so they can post their ideas and suggestions here, but all opinions are welcome! :)
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Showing 1-15 of 18 comments
Poimon Oct 26, 2019 @ 3:50pm 
I broke a gunpowder pot and the next card was weapon shop is this a bug?
I thought next card was supposed to be gunpowder
Originally posted by Slime Dio:
I broke a gunpowder pot and the next card was weapon shop is this a bug?
I thought next card was supposed to be gunpowder
Did you break it with a sword? If you don't use a sword, the gunpowder won't appear.
tinyrodent Oct 26, 2019 @ 5:00pm 
Notes from first play:

  • Swiping with mouse requires too much motion. It's really far to move until the effects are shown at the top. Especially because...
  • Until the cards are memorized, the player needs to swipe both directions just to find out what the choices are. It can be confusing because the left swipe choice is shown on the right side and vice versa. Perhaps the choices could just be shown without any swiping?
  • Perhaps there could be a keyboard way to play it, without mouse?
  • Event "A Distant Noise" has spelling error on swipe left does'nt should be doesn't
  • Sometimes, the choice between swipe left and right is identical. This isn't fun. Especially after the pain of discovering it.
  • Sometimes, one of the two choices is not permitted - requirements not met or whatever. This isn't fun.
  • When the settings button is first pressed, the panel slides open then disappears. I have to press it again to see
pofo Oct 27, 2019 @ 2:19am 
So just some quick thoughts after putting a few hours into the game:

  • There are a few spelling mistakes here and there, a bit minor.
  • The dark lens that you have focused on the cards makes it hard to read some of the choices when swiping the cards.
  • Is there even a point to reading the tome? the one that says "Read (if +25 int)". From what I can tell it doesn't do anything. Which leads into the next point.
  • A lot of options feel like they don't do anything.

I'll keep playing tomorrow and see if I come up with anything else.
Poimon Oct 27, 2019 @ 3:35am 
Originally posted by David Moralejo Sánchez:
Originally posted by Slime Dio:
I broke a gunpowder pot and the next card was weapon shop is this a bug?
I thought next card was supposed to be gunpowder
Did you break it with a sword? If you don't use a sword, the gunpowder won't appear.
I broke it with a sword
edit: I think I didnt have sword when breaking it mb
Last edited by Poimon; Oct 27, 2019 @ 3:43am
MrAshleeD Oct 27, 2019 @ 4:43am 
Bugs:
Volume Sliding Effects Main card, when on a different menu, main card should be locked
Music On/Off resets music track, unsure if intended
Music option defauts to 100 until menu is loaded again on restart


Negative Feedback First:
It's a little difficult to see stat changes immediately, they appear very quickly.
Unsure if I've missed it, but a lack of an inventory to store potions makes luck a bit bigger of a factor than it needs to be
A feeling of little control, as what I had previously done in the dungeon didn't seem to matter too much, a lot of the options feel as if they have no impact
Options which are not doable should be greyed out (e.g Needs 25+ int)


Positive:
The aesthetics of the game are really nice and engaging, with a strong focus on the main card
The music design is relaxing whilst airing of a bit of mystery of the dungeon
The gameplay is very similar to Reigns, which is a good thing, a lot of simple decisions that are easy to digest that make up a bigger story is great.
A lot of Variety in each event, be it enemies, items and shops, there's a good mix o keep it interesting


Ideas:
Inventory System, Limited Slots or a weight stat which effects your energy if you hold a lot
Have the Options e.g Open Crate or Make Shield, always visible, without having to grab the card and half swipe
Explain the traits more, e.g Lock Spirit (+x keys)
This is small, but the game is set around little stories, make it so you can "read" previous stories, each card you do writes a sentence and then you can go back to see them.
You should be able to attempt any option like reading a tome without the int requirements, then it could be luck based on if you succeed (but with a cost, more humanity taken, or energy etc...) the player should never be walled by random chance
Hi, Greate potential here,

I just watch at nookorium video,

I think it is all wrtited too small, hard to read,
Especially it is a game i want to be open in window mode, as a do/monitor some stuff...
Or at least make a PRO mod, with no animation and everything more readable.

You should take a look at Dungeon Cards as well in the android store.
It is a game similar with a lot a new great idea,
It is one of the most rated as well (4.8)
Waiting for your release.
Cheers
Last edited by Escaped From Tarkov; Oct 28, 2019 @ 2:25am
Originally posted by tinyrodent:
Notes from first play:

  • Swiping with mouse requires too much motion. It's really far to move until the effects are shown at the top. Especially because...
  • Until the cards are memorized, the player needs to swipe both directions just to find out what the choices are. It can be confusing because the left swipe choice is shown on the right side and vice versa. Perhaps the choices could just be shown without any swiping?
  • Perhaps there could be a keyboard way to play it, without mouse?
  • Event "A Distant Noise" has spelling error on swipe left does'nt should be doesn't
  • Sometimes, the choice between swipe left and right is identical. This isn't fun. Especially after the pain of discovering it.
  • Sometimes, one of the two choices is not permitted - requirements not met or whatever. This isn't fun.
  • When the settings button is first pressed, the panel slides open then disappears. I have to press it again to see
Thanks for your comment!
  • I will change it, it's true.
  • I like people swiping the card to know what are the options, if both are displayed at the same time, it can be a bit overwhelming.
  • I am working on it.
  • Thanks, I will change it right now
  • This is because some trap cards (the purple ones) are simply that, to harm the player. I can also make you choose what to decrease.
  • This is because if all the cards that come to you can be applied like a book for example, we would be accepting everything without thinking. And in this case, for example, if we cannot read a book, it is because we have not wasting energy in the library, in summary we don't risk.
  • I just fixed it ^^
Originally posted by pofoman:
So just some quick thoughts after putting a few hours into the game:

  • There are a few spelling mistakes here and there, a bit minor.
  • The dark lens that you have focused on the cards makes it hard to read some of the choices when swiping the cards.
  • Is there even a point to reading the tome? the one that says "Read (if +25 int)". From what I can tell it doesn't do anything. Which leads into the next point.
  • A lot of options feel like they don't do anything.

I'll keep playing tomorrow and see if I come up with anything else.
  • Yeah I just notice some of them, I am trying to change them.
  • That book uses 10 energy and decrease 11 floors, so you can find more cards.
  • Could you please say some examples?
Thank you for commenting your experience c:
Originally posted by Ash:
Bugs:
Volume Sliding Effects Main card, when on a different menu, main card should be locked
Music On/Off resets music track, unsure if intended
Music option defauts to 100 until menu is loaded again on restart


Negative Feedback First:
It's a little difficult to see stat changes immediately, they appear very quickly.
Unsure if I've missed it, but a lack of an inventory to store potions makes luck a bit bigger of a factor than it needs to be
A feeling of little control, as what I had previously done in the dungeon didn't seem to matter too much, a lot of the options feel as if they have no impact
Options which are not doable should be greyed out (e.g Needs 25+ int)


Positive:
The aesthetics of the game are really nice and engaging, with a strong focus on the main card
The music design is relaxing whilst airing of a bit of mystery of the dungeon
The gameplay is very similar to Reigns, which is a good thing, a lot of simple decisions that are easy to digest that make up a bigger story is great.
A lot of Variety in each event, be it enemies, items and shops, there's a good mix o keep it interesting


Ideas:
Inventory System, Limited Slots or a weight stat which effects your energy if you hold a lot
Have the Options e.g Open Crate or Make Shield, always visible, without having to grab the card and half swipe
Explain the traits more, e.g Lock Spirit (+x keys)
This is small, but the game is set around little stories, make it so you can "read" previous stories, each card you do writes a sentence and then you can go back to see them.
You should be able to attempt any option like reading a tome without the int requirements, then it could be luck based on if you succeed (but with a cost, more humanity taken, or energy etc...) the player should never be walled by random chance
Really nice ideas you got here, I will implement and change some things you said here like reading books, reading stories and some more. Thank you!
Originally posted by BlunderHunter.com:
Hi, Greate potential here,

I just watch at nookorium video,

I think it is all wrtited too small, hard to read,
Especially it is a game i want to be open in window mode, as a do/monitor some stuff...
Or at least make a PRO mod, with no animation and everything more readable.

You should take a look at Dungeon Cards as well in the android store.
It is a game similar with a lot a new great idea,
It is one of the most rated as well (4.8)
Waiting for your release.
Cheers
Hey, yeah I had that idea long ago, making a window mode so you can do other things while playing. It will be in the game ^^
Arphenion Nov 9, 2019 @ 3:54pm 
Originally posted by tinyrodent:
  • Until the cards are memorized, the player needs to swipe both directions just to find out what the choices are. It can be confusing because the left swipe choice is shown on the right side and vice versa. Perhaps the choices could just be shown without any swiping?

Somewhat similar to this point, but it would be nice to know something about the stats of weapons (and shields) that you find. I'm fairly new to the game and still getting the hang of things and haven't learnt everything yet so it took some experimenting and looking at shop prices to figure out what was good and what wasn't.
Or is it meant to be this way?
Last edited by Arphenion; Nov 9, 2019 @ 3:55pm
Originally posted by Arphenion:
Originally posted by tinyrodent:
  • Until the cards are memorized, the player needs to swipe both directions just to find out what the choices are. It can be confusing because the left swipe choice is shown on the right side and vice versa. Perhaps the choices could just be shown without any swiping?

Somewhat similar to this point, but it would be nice to know something about the stats of weapons (and shields) that you find. I'm fairly new to the game and still getting the hang of things and haven't learnt everything yet so it took some experimenting and looking at shop prices to figure out what was good and what wasn't.
Or is it meant to be this way?
That's something I wanted to transmit, if the game says what is the best option, the fun of replaying would be gone
mithras Dec 12, 2019 @ 3:32am 
The game just needs more content. It's fun, but you start seeing the same things very quickly.
Originally posted by mithras:
The game just needs more content. It's fun, but you start seeing the same things very quickly.
I am adding more content, dont worry, new cards coming soon!
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