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iPad: Dwarf Quest: casual dungeon crawler

02-21-2012, 12:54 AM
#21
I only just started playing but so far I have noticed a few things

1. There is a lack of content on the first floor and also that stairway on the first room was misleading and I thought I had to go down there for a bit.

2. I don't like the combat so far but maybe I will get used to it.

3. You could make a selection if you want to point and click or use a control pad in an options menu if you get around to it.

Now to your questions!

How does it play? Do You like it? Hate it? Why?

Personally I don't like point n click but it plays well.

Are the levels too short or too long?

The first floor was a great length but had a lack of enemies the 2nd floor was even better with the amount of enemies.

Picking up items from chests and enemies

this is great putting rare enemy drops on certain enemies would definitely add to how much someone would want to play.

What do you think of the auto map

The auto map is very helpful but maybe a function could be implemented that would make the map stay on your screen so you don't have to keep clicking the menu button.

What do you expect from the auto save

I expect that every time I go down a floor It auto saves there should also just be a save function.

Well done on your game so far Dylan I'm sure it will be great

-Scott A
02-21-2012, 01:10 AM
#22
Signed up for the TestFlight

02-21-2012, 01:34 PM
#23
Scott: thanks for your feedback!

evopanop: welcome aboard, I'll send you the latest build asap!
02-21-2012, 11:50 PM
#24
Quote:
Originally Posted by DylanNagel View Post
Scott: thanks for your feedback!

evopanop: welcome aboard, I'll send you the latest build asap!

No Problem!
02-22-2012, 09:52 AM
#25
Played the 'alpha' its pretty cool.
02-23-2012, 04:29 AM
#26
Joined: Sep 2011
Location: Kiel, Germany
Posts: 290
Quote:
Originally Posted by DylanNagel View Post
It's such a joy to work on your own game. We live in a great age!
yes, the more I read in the forums the more I want to write my own game too
03-02-2012, 02:29 AM
#27
Thanks again for checking, Josh!

LazyGamer: go for it!


Another update on Dwarf Quest: received a lot of great feedback from the testers group. Already made a number of improvements based on everyone's comments, especially interface-wise.

Also, the main and level music tracks are in, and they are awesome! They won't be included in a test build until beta, but I think you guys will like them quite a bit.

In addition, the first custom 3D character models arrived last week: the dwarf and a monster. It's really rewarding to see the game come to life and find its own identity!

Next up: level design, which includes a list of props and interactive elements.


I know I said the goal was to release Dwarf Quest in Q1, but I might have to spend a little more effort on this to make it extra nice.
05-08-2012, 01:52 AM
#28
Joined: Sep 2011
Location: Kiel, Germany
Posts: 290
Quote:
Originally Posted by DylanNagel View Post
I know I said the goal was to release Dwarf Quest in Q1, but I might have to spend a little more effort on this to make it extra nice.
So any news on this? Giving it more time for extra quality always is a good idea, but it is a little too quiet in this topic.
05-08-2012, 05:20 PM
#29
Thanks a lot for your interest, LazyGamer! It's been way too long since my last post, definitely. Been a bit busy with freelance work and everything, but I certainly have been working on Dwarf Quest as well.

The GUI is still placeholder, but most of the character and level graphics are starting to take shape. Combat is still turn-based, and more elegant since I got rid of the icons. It's mostly level building from this point on, aiming for a Universal release on all iOS devices in June.

A few screenshots:









Thanks again for your interest!
05-09-2012, 05:26 PM
#30
[QUOTE=LazyGamer;2090867]Looks nice already, has a 'Cadaver'ish look.


My thoughts exactly! That's a good thing !