Dungeon Tycoon

Dungeon Tycoon

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Bugs, issues and feedback
First, I liked the experienced the demo was offering. Now that this is out in the air, here's my findings for my "second-screen playtime":

Bugs:
  • I accidentally found an exploitable glitch that allows unlimited gold. I was fiddling with placing new rooms in my dungeon and at one point, I wanted to remove one. Each time I clicked on destroy, it refunded the money used, but left the room there. It was attached from two or three points around it. Removing it would not have left any room not attached to the main gate. To actually remove it, I had to destroy a few other rooms around it.
  • Pathfinding of the heroes felt buggy. They often entered the main room, pick a fight, loot or try to, then immediately leave the dungeon without exploring the rest. I partially fixed the issue by removing the simplest of chest (wooden?) out of the room and put the "best" chest (iron?) in a room with mobs instead of a treasure room I liked. I already had that iron chest in a room as you understand. In my first room where the wooden chest was, I placed pots instead.
  • not sure if this one is a bug, or a demo feature, but all heroes had the same name.
  • Torches did not consistently add the same amount of lightning in a room. Some had a decreased real value when placed - the first one greatly higher (that seemed on purpose), but the later were not always the same amount and it was not consistent in every room.

Issues:
  • With no way of resizing or moving the entrance of the dungeon, the start of the dungeon expansion felt dragging. I did not felt encouraged to build new cramped rooms over adding to the entrance room. Budget-wise I always had a better return by putting more pots, monsters (or upgrading them) and vending machines than I did with building small rooms and filling them with variety. And when I finally had way more gold than I cared for, the numerous frustration appeared with the pathfinding, making heroes avoid rooms they once went into to simply leave the dungeon (I tried lowering and even emptying the entrance room to no avail - heroes still entered and left without exploring).
  • Early "quests" are a fun way to learn about the game. They end quickly. For sand-box lovers, this might be amazing. I love them, but I love having goals even more. Since it was a demo, I knew the content would be short so it was my motivation to explore the technology tree. As my precedent point shows, expanding the dungeon was not appealing. Perhaps more quests, even broader ones, would give a better sense of purpose. The two missions were always two of three kinds, which made the game feel repetitive and empty after 10 minutes of gameplay.
  • Doors often disappear or are invisible in the walls. It seemed like it was more about the wall itself than the door. Both kind disappear on the same wall portions, even if the tile on the grip is replaced by another room's wall.

Feedback or things that would enhance my experience:
  • Have more objectives generated by the game to guide players when they are short of ideas of what to do. It came way too quickly to my taste in the demo and having X visitors at the same time, selling X potions or killing X heroes did not feel like worthwhile objectives. Once is nice to know how it is done and what it gives you in return though.
  • Allow customisation of the entrance room. Being able to move it or reshape would be fantastic. When I had gold for a new room, the first thing I tried was to put the entrance farther so walls would be on each side, looking imposing to the heroes coming to visit, alas, I could not, Nor could I instead welcome the heroes into a corridor of traps before their first room with loot and monsters.
  • Naming monsters would be great. I only got spiders as my first three or four monsters, so I had them and only them for a while. Placing which one I wanted based on their level was not an option.
  • Resource generators would be fun. Vending machines kind of serve this purpose already, but one that might need defeated monsters would be neat too. Encouraging killing less heroes too.
  • A tab or page about heroes' likes and dislikes would be of great help. Clicking on each heroes only told me if they liked the quantity of loot they found. Know what they enjoyed or found challenging and what revolted them would be better for managing your rooms (assuming they are visited).
  • Day cycles are long and boring quickly. Since the only active thing a player can do during the day is to lock chests or steal the gold inside of them (without explanation of how it affects the heroes - it is only explained that you prevent looting or put gold in your pockets). I would find this more enjoyable if we could either skip the day cycle entirely as an option or be able to plan building with the gained money. By this, I mean building like the building phase, but things would remained "off" and perhaps translucent so we can see the progress, but the heroes could not interact with it. With such an option, added things will become tangible once the building phase starts and we can adjust details as needed before starting the next day right away.
  • Building rooms out of the dungeon would be a fun way to plan our dungeon. This or saving layout of player-made rooms so you can re-buy your design in one click instead of replacing every single items.
  • Loot: Automatic gold in chest for defeated mobs is a nice idea. It would be great if we had the option to enlarge the range of the deposit (ex.: gold goes into the next room containers if the first room is full) or choose were the gold goes for each monsters. It might help the visitors to visit more than the entrance. In the same vain, having an option to buy specific loot such as Legendary swords or magic tomes to steer some type of heroes over others could be nice. Maybe even more if said loot acts as an Event and consumable. You buy it, heroes take it and now owns it. You now have to buy that new lure to remake the event.
  • More dungeons! Simple as this. Having the possibility of managing different dungeon would be nice. "Alright, you reached 3 stars, now you can open more dungeons, each with their star rating. Why don't you try building a water-themed dungeon with your constant stream of gold?"

Hope it helps or stir creative juice!

I am looking forward the updates to make my mind about buying when it release. =)
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Showing 1-1 of 1 comments
INJOKER Apr 11, 2024 @ 5:13am 
I love the review I actually have the same ideas for some

First I am very sorry for the grammar or punctuation please understand if you got questions regarding my review you can message me.

What I really like from this game since this is the closest dream game that i always wanted :

1.
The camera is smooth and i like the design
i love it 100/100

2.
It is very user friendly. I easily understood the game with the basic instructions and GUI.
good job.

3.
I really like the concept. of the game is very entertaining this should last me around 10+ hours for demo and the initial release would at least give me some 100+ to 300+ since this type of game is my dream game.


what I think SHOULD be added :

1.
the ability to to change the location or type of the first dungeon (starting area)

2. Creation of boss area that also changes music/ Also there will be a waiting area for bosses which require 3+ adventurers to open so that they don't get devastated/wrecked

3.
The chance to change the theme of the game. its all dark and lava and all that that's a very good concept of a dungeon. HOWEVER the dungeon's concept would be up to the player decision as far as i can see where the game is going. I would love to see a forest type dungeon , cemetery dungeon, crystal cave dungeon , etc etc where it leads the the players imaginations.

4. Variety of enemy's are only 3 but I hoped that's not all / archers / assassins / looters / miners / priest I hope that to be added in the initial release.



Things I don't like in the game if EVER its released to what I think it will be released.
1.
EVERYTHING IS SOLVED WITH EITHER MONEY OR SOULS. add more diversity -_-
if a specific thing is required for example you are adding walls do you just need money.
lumber , stone , iron , you can even make adventurers drop yields for the dungeon.
(FOR SPECIFIC BUILDS)

same with the souls you can just keep upgrading as long as you have souls without requirements like a good criteria would be how many killed adventurers , fusion , special requirement.

now the research is fine but i hoped it would get requirements not just visitors. as a good example. or change it into like a tree form its doesn't make sense. you are upgrading potions but now it was permanent visitor it just so different from how you started.

What I HOPED to be added if game will be released:

1.
this game is what ive been waiting for
but i hoped for like a game mode where you don't want them to loot your base like the goal is to defend against the invaders and upgrade from there like there will be a core or like a demon lord boss room. Like a siege game where you are the overlord trying to invade the world but you started from nothing.

2.
the ability to fuse monster
can be chance based to fuse 1 rarity of the same kind into a different mob or a random mob

3.
to add another research as a final research for building " the ability create walls without choosing from the given builds
as well as making a floor 2 or basement

as a good idea to build underground but will require more money when excavating

4. I hate the goblin but its good to be there but for idle games i really dont want to press buttons for some specific mobs it kills the idea of idle probably make a counter build for it like a trap or statue or something

5.
enemy bosses that can happen per wave or chance to appear. It can also be on a specific day .

6.
items or skills for mobs this would be too much but i really hoped to make it possible

7.
Sacrificing monsters to generate a event

8. The ability to retaliate instead of waiting to be killed (like invade for extra income generation ) (enemy towns have towers and defenses)

9. I see there are huge walls that are like limits for the dungeon build. WON'T IT BE AWESOME TO MAKE A MINING AREA for special builds like expanding the dungeon walls for that resource

10.
combination of monsters in the same area like if all undead they have the possibility to respawn

if spiders they can lay spider eggs - they also get regen if there are spider eggs on the ground ( the building )

slimes take damage reduction

wraith's chance to evade attacks

etc etc...

or like the room has buffs , regen , strength (not the statues) but this one is for monsters

11.
THIS GAME IS A GAME ANYONE WOULD KILL FOR SO GIVE THEM THE ABILITY TO MAKE MODS SO THAT THE GAME DOESN'T DIE.

What i think is weird in the game:
1.
there is a floating metal on the right side

2.
The camera controls are smooth but you can go beyond the walls with the camera and its kind of weird. its either you limit it or do something about it.
Last edited by INJOKER; Apr 11, 2024 @ 5:13am
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Date Posted: Apr 6, 2024 @ 8:18am
Posts: 1