Stronghold's Dungeon

Stronghold's Dungeon

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[GER] Tobi Nov 19, 2022 @ 1:53am
Your suggestions for improvement
here are my suggestions for improvement:


- there must be more different enemies and bosses yes this is in the EA plan but I'm talking about the current impression

- level should be increased now for the release to 10 or 20

- what would be cool if same symbols are arranged in a row or diagonally you can perform a super attack

- all abilities, animals and creatures should be able to be improved up to 9999 because there are between enemies&bosses that have this HP.

- what would be also the Clou if one from 2 or 3 animals, creatures ect. different combination possibilities would have (Zombie+Wolf+Poison = Wolfzombie with the ability the opponent to poison

- make the game look different but the game mechanics would stay the same (here's my idea: the game would look like a sidescroller so it would be possible to add ten or more slots and create nice moving backgrounds for the dungeon levels)
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Showing 1-7 of 7 comments
Pumpkinburger Nov 20, 2022 @ 11:19am 
Some suggestions from me:

- a grey background to match the rest of the board under the 'Spin' and 'Unlock new column' buttons instead of the black void when they are disabled, or a red/greyed out version of them.

- a red/greyed out version of the 'Unlock new column' button when all columns have been purchased or purchase is no longer possible.

- more cards or artifacts that add to scaling damage to some card types

- more ways to remove cards, perhaps for a fee in the shop once per shop

- more variety and/or randomization of the enemy animations

- an option to push past the 7th boss after a victory as an extra challenge. (Perhaps all the serial killer murders or cultists have summoned an even greater evil in the context of the game?)
Speaker Nov 21, 2022 @ 10:46am 
I think the amount of scaling synergies (thief's,cultists etc) need to be scaled down and smaller more modular "packages" need to be added. Right now once your on an archetype it feels like you don't make many meaningful choices. This is made worse by lack of card removal, because you can't ever pivot.
Dagger Nov 21, 2022 @ 12:04pm 
- higher gamespeeds would be nice, maybe 1,5x and 2x
- more synergies for same symbols on rows/lines to get an better feeling for an slot machine (what it is in the end)
- artifacts like "touch of midas" should also work for future coins and not only for the current ones, just like the zombie artifact
- either make first artifacts cheaper, or start with more money, as its really rare to buy even 1 artifact after the first fight, when not using the +10 start money curse
Fazerdoo  [developer] Nov 21, 2022 @ 3:57pm 
I'm definitely taking notes and thanks a lot for the feedback!
Nozerone Nov 21, 2022 @ 4:50pm 
Maybe in the first couple of levels the shop sells items that aren't really artifacts so they don't trigger the artifact cards, and can be sold for much cheaper and later upgraded to an artifact. This would allow for the shop to be of possible value early game, and then open up for powerful expensive artifacts for late game.

So for example say the shop sells an item called... kibble which gives a +1 to animals and costs 8 gold but isn't tagged as an artifact. That is something that could be affordable after the first battle. Then later on an artifact that upgrades "Kibble" to "Kibbles-n-bits" to give animals a +3 and costs 35 or 40 gold. The artifact would end up costing a total of 43-48 gold, but also be a big bonus to an animal heavy deck. It would also give players something else to think about. Do they spend the 8 gold now and hope for the upgrade later, or save their money for an extra column and maybe something in the next shop.

Just something that makes the shop more usable early game. I think the earliest I have ever bought something from the shop was at like lvl 4.
A way to speed up the animations after a spin when the damage is counted. I feel like if we had an option to increase the animation speed by 50% or 100%, the game wouldn't feel like it pauses for an unreasonably long time after spinning.
Ouroboros Dec 1, 2022 @ 3:57pm 
I definitely agree that the lack of card removal is an issue. Not that card removal should necessarily be common... but, one idea that could maybe work, is to give players 'quests' that remove symbols on completion. Like, let's say you have a quest from a necromancer, who wants 5 humanoids for 'entirely legal reasons'. You already pivoted out of humanoids, but you still have 3 villagers sitting around, so you pick up 2 more, then turn in the quest. The villagers get removed to go play on a farm somewhere, and you get some sort of reward. Quests can also be rerolled, at a cost of... let's say 5 coins, increasing each time you reroll a slot, and decreasing every time you spin.

There also definitely needs to be more cross-archetype synergy (dogs that like humanoids, a gardener humanoid that likes plants, etc), and unusual effects beyond just tweaking the numbers. More status effects too...
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