Dwarf Quest: casual dungeon crawler
My name is Dylan, I'm an indie game developer. Currently I'm working on a dungeon crawler called 'Dwarf Quest'. A few screenshots:
It's still in early stages (most of the art is placeholder), but I'd love to get some feedback from you guys to find out in which direction I should be headed.
So far there's exploration, finding treasure chests with gold, simple monster combat and proceeding to the next dungeon level. It would be great to reach a nice look and feel reminiscent of board games such as HeroQuest and keep it accessible. In that respect I was quite impressed with Deep Deep Dungeon.
Maybe you can help me out! What I'd like to know especially is the following:
1. Controls: point and click, swipe or virtual joystick?
As the game is tile-based, the 'click where you want to go' approach works pretty well at the moment. Still, I know a lot of us appreciate a virtual joystick too.
2. Combat: real-time or turn-based?
This will be at the heart of the game, so it better be good! At the moment I'm envisioning a system with various skills that you can unlock and improve. Still, it should stay as simple as the special skill buttons in Battlehearts, I'd say. Of course, monsters should have a few skills too, so that you need to use a healthy combo of dexterity and tactics.
3. Scope: one big game or expansion packs?
Maybe I'm getting ahead of myself, but this one's been puzzling me for a while. I've been reading a lot about free games that offer In-App Purchases to unlock extra content such as levels and characters. To me personally, this sounds great, but generally speaking, a lot of the Touch Arcade forum members seem to object to it. I'd hate to get this one wrong.
Thanks a lot in advance for taking the time to read all this. I do hope you'll share your thoughts, and maybe even sign up for the TestFlight list. Cheers!
Last edited by DylanNagel; 08-20-2012 at 05:20 AM. Reason: Added trailer!