Hi there. I'm David, creator of another iOS game called Puwang. Right now I'm working on a new game which I codenamed "Quest of Dungeons", probably not a very good name, you let me know. It's a turn based roguelike game, everything is different each time you start a new game, positions of enemies, the dungeon layout, loot etc. I'm making all the code myself and had someone to help me with the art. One of my goals was that the game could run in either landscape or portrait mode, and with a screen as big as the iPad there was no reason not to do this. The game is probably ~70% complete. I hope to have more news soon So feedback is appreciated, and let me know suggestions for the game or what you think of the current code-name I gave. EDIT: 28/08/2013 Screenshots of all classes and main menu EDIT: 02/09/2013 Added iPhone screenshots EDIT: 04/09/2013 Added a teaser trailer Here are some actual screenshots. Hi-Res screenshots: https://dl.dropboxusercontent.com/u/65262/qod_ipad_landscape.png https://dl.dropboxusercontent.com/u/65262/qod_ipad_portrait.png
I really like the art style! What's the objective in this roguelike? Is it an endless dungeon crawl or is there a goal in mind? EX: "Go down thirty floors to get the magic key and return to the surface." Also, how in-depth is the leveling up system? Are there skill trees or is this a bit of a lighter experience?
Right now the objective is to reach a certain floor. The endless crawl option might be a separate mode eventually, it's not a bad idea. I also have some in-game quests, pretty basic stuff, like kill a certain boss monster to receive more experience or gold or find a particular item. They are all optional, you actually have to use a special stone to receive the quests. The level system/skills is not tree based or anything complex. You have a level and killing more mobs will grant you XP and do the usual increase of stats, but you never gain skills by leveling up, you have to find them in Tomes to learn them. Equipment, armor, boots, weapons all have procedural stats (power, magic, etc). Sometimes you might find something better, other times you can just keep and sell them for gold at stores. My goal with the game was to provide a more simple approach to all these mechanics but without making them too "cheap".
instabuy Im working on a procedural rl mysef (entry elswhere here).. I'll race you for first to release.
Thanks Lich Tower of Doom? Made a quick search It looks great, watched the gameplay video, nice work.
indeed. Personaly I take any of these types of games over most top ranked ones anyday. too bad it is so narrow market for RL, had been fun seing what a top end studio could come up with with "endless" cashing support. what is the shaman in your game btw ? cross of warrior and mage ?
Really liking what I see so far. I think the iPhone/iPad is perfectly suited to rogue likes. I think the name is pretty apt, However, it might get lost in the shuffle in iTunes searches. Looking forward to a release. And with that, 2 questions you'll get asked whether its me or someone else on the forum. Any idea on a timeframe for release? Pricing structure? F2P? Paid without/with IAP?
Yup there's still much room for RL, but I think we'll start to see more and more. The Shaman is a cross between Warrior and Wizard, im making it use mostly stuff that debuffs enemies. So warrior is mostly close combat, wizard magic based and shaman is a mix. Assassin is mostly a ranged character
Thanks yup right now im trying to do it as entertaining as possible. Right now I'm targeting for an early Setember release if this keeps progressing as it is right now, but can't make any promisses. Sometimes a simple idea that needed changing or refinement can delay things. As for the price it will be a fixed price and with no IAP. Personally I dislike F2P as it constricts ideas. I would only do an IAP if it would be something like an expansion to the game much later on. Never something like paying 0.99 for virtual coins. But right now I'm going for a fixed price, you get the full game, no IAPs and no Ads or anything.
Both of those answers are good news. If we get it in September, cool. If not, cool. I'd rather you get it to the point where you want it than rush it out. As for the pricing, that's aces.
Hey everyone, decided to share 2 more screenshots. The Assassin And the Shaman Oh, and here's a printscreen of the main menu. All 4 characters.
looks good. of course ill be picking this up (and any other roguelike for that matter) as soon as it drops
It looks great. And can you choose all 4 classes at beginning, or you only unlock the next one after finishing each class?
Thanks mekanikal Hi Andre, I'm still considering both options, I'm a bit more tempted in having them all unlocked at start but it's not 100% confirmed.
It's a very strong possibility and one of my goals. The game already runs on a iPhone, but I have lots of problems with the UI, especially on 480x320 screens, theres too much stuff to show and not much space. most of the interface needs tweaks to adjust to the smaller screen. Either released right at start or later on it will always be an update to an Universal build and not a separate app.