Dungeon Souls

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna
miniroguelike
miniroguelike

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Road Block #1: Simplifying things
I want to simplify things as much as possible.

From character animations to gameplay systems like before, weapon damage has a range value (ex. 8-10 damage) and it is cool how unpredictable it is while knowing how much maximum damage you can do to enemies. Although from a developer standpoint, it feels like too much work for me to do and to balance not mentioning having a limited time and resources since I'm doing it myself. So I simplified it by having fixed damage amount, same with armories.

Continuous Flow
When you have a sword that deals 8 damage and found one that deals 10, you already know which is more powerful and won't take you that long to compare while in the middle of a fight.

While most of RPG games has inventory screen, my game only has 6 gear slots and is always displayed in the UI. There won't be item keeping involved, when you picked new gear it automatically swaps to your previous one so you better think carefully what to pick up next. This system is inspired by Loop Hero where your item gets swapped with new ones converting it to a useful resource.

I want the players to be able act and decide fast. I want them to care more about what they can do rather than taking care of what they have since this is a roguelike, death is inevitable and they will just lose all of their items.

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Character Skill and Abilities
Like I said before, I want to simplify things as much as possible and there are no ways I can think of simplifying skills.

The common thing I see in RPG games are skill trees. Another example is from MOBAs having dedicated skills for each character.

"Why not just pick one then move on?"

Well it is easy to just pick and do stuff, but for me it kind of feels like I'm might waste an opportunity to get creative. Yes it will save me time from coming up with an idea but I'm close to getting this to a standard type RPG. I want something unique so players will get excited of playing this game. Though if I ran out of juice, I'll just stick to the basics.

Conclusion
There are a lot of interesting ways that developers have come up to make their games simple yet complex, but games are not always designed to be like that. It could be anything that you want as long as you know what you are doing and it is fun to play.

How’s it going guys!
Sorry for the delay update. We were supposed to release an update last week but me (Mike) has been busy preparing for the IGDA Manila meet up because i was one of the speakers in the event. So my partner took all your...

How’s it going guys!

Sorry for the delay update. We were supposed to release an update last week but me (Mike) has been busy preparing for the IGDA Manila meet up because i was one of the speakers in the event. So my partner took all your suggestions/recommendations/comments while i was away.
If we were not so active in the discussions in the past weeks it’s because we are also busy preparing for some other things.

If their are other things that haven’t been included in this patch that has been posted in the discussion, we will review all them and hopefully include them on the next patch. :)

Here are the changes made:

- New magic and active items!
- Enemies in Boss Room and Judgement’s Big Projectiles now has chance to drop potions
- Lady Laine now drops big chest
- Lock pick now gives you 25% chance to open all chests
- Increased chance for enemies to drop potions
- Reduced laser beams’ knockback
- Item acquired popup text is now back
- Leveling up now increases your maximum hp by 5%
- Merlin’s hat now gives you 10 magic resistance
- Laser staff should now display “20% chance” not “20 chance” and gives you 5 magic damage
- Necromancer’s skellies can’t be stuck on walls anymore when summoned
- Map frame can now be enable/disable
- Use items now has their own outline color
- Fallen Soldier Shield should now have a green outline
- Reduced number of traps but still are dangerous
- Reduced the range of arrow traps

Thank you so much everyone!
Mike Studios

dungeonSouls gamemaker gameDev
Dungeon Souls Update #6 - HOTFIX
I’ve been reading all your comments/suggestions and discussions posted. Some find the new level generation too open and boring since enemies are not constantly spawning so i’ve decided to revert back not the level...

Dungeon Souls Update #6 - HOTFIX

I’ve been reading all your comments/suggestions and discussions posted. Some find the new level generation too open and boring since enemies are not constantly spawning so i’ve decided to revert back not the level generation but the constant spawning of enemies. Instead of spawning everywhere, enemies just spawn in the rooms. 


I’ve also made some fixes to the game. :)

- Fixed Level Generation
- Zombie tooth doesn’t take your base regen off anymore
- Soul orb won’t drop on Golden Chest anymore
- Coins and gems now has their distinct values
- Enemies constantly spawn again, but only in rooms
- Coins now are automatically added
- Necromancer can now be ranked up again
- Fairies are back again
- Potions now spawn when you have an Empty Bottle Item

Dungeon Souls Update #5 - Moaarr Skellies!!
We know that you all been waiting for this update and we thank you for your always taking the time to reach out to us to report bugs/issues encountered. We appreciate your support and interest in the game....

Dungeon Souls Update #5 - Moaarr Skellies!!

  We know that you all been waiting for this update and we thank you for your always taking the time to reach out to us to report bugs/issues encountered. We appreciate your support and interest in the game. Your participation has inspired us more to keep enhancing the game and we will proceed to adding more features and to fully polish the game.

• New dungeon level generation
• New Secret Level
• The Judgment (WIP)
• New enemies are added
• Merlin’s projectile is now slower
• Wood chest has 100% chance to drop items
• Treasure box increase the chance to get uncommon items
• Traps hit harder now when defense is low
• Merchant should now sell soul orb anymore
• Rebalanced barb’s 2nd ability
• Rebalanced archer’s 2nd ability
• Necromancer’s 3rd ability upgrade now spawns more skelies!
• Hammer now gives you 5% stun chance
• Added an effect on shout of rage
• Nightblade has its own alternate skin
• Elite and Champion enemies has a chance to drop keys instead of chests
• Enemies do not constantly spawn in the dungeon anymore
• Stats screen closes when you open inventory (vice-versa)
• Merchant is no longer selling soul orb
• Abilities display “RMB” as control to cast when auto-cast is disabled

Note:

The final boss is a work in progress. We will continue to update the final level until it is finish.


Thank you,

Mike Studios

dungeonSouls indie gameDev