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iPad: Project "Quest of Dungeons"

08-12-2013, 07:14 AM
#1
Joined: Aug 2010
Location: Portugal
Posts: 141
Project "Quest of Dungeons"

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/..._landscape.png
https://dl.dropboxusercontent.com/u/...d_portrait.png



Last edited by ^DJ_Link^; 09-04-2013 at 02:31 PM.
08-12-2013, 08:09 AM
#2
Looks good. How many different classes are you planning on?

08-12-2013, 08:17 AM
#3
Joined: Aug 2010
Location: Portugal
Posts: 141
Quote:
Originally Posted by gsspzcw View Post
Looks good. How many different classes are you planning on?
Thanks. There are 4 classes. Warrior, Assassin, Shaman and Wizard.
08-12-2013, 08:19 AM
#4
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?
08-12-2013, 08:33 AM
#5
Joined: Aug 2010
Location: Portugal
Posts: 141
Quote:
Originally Posted by Fatty Bolger View Post
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".

Last edited by ^DJ_Link^; 08-12-2013 at 11:08 AM.
08-12-2013, 03:44 PM
#6
Joined: Jul 2012
Location: Norway
Posts: 159
instabuy

Im working on a procedural rl mysef (entry elswhere here).. I'll race you for first to release.
08-12-2013, 03:47 PM
#7
Joined: Aug 2010
Location: Portugal
Posts: 141
Quote:
Originally Posted by expleo View Post
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 :P It looks great, watched the gameplay video, nice work.
08-12-2013, 04:24 PM
#8
Joined: Jul 2012
Location: Norway
Posts: 159
Quote:
Originally Posted by ^DJ_Link^ View Post
Thanks

Lich Tower of Doom? Made a quick search :P 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 ?
08-12-2013, 04:35 PM
#9
Joined: Mar 2011
Posts: 486
GFX looks promising. What's left is to make it entertanining
08-12-2013, 05:35 PM
#10
Joined: Jun 2012
Posts: 1,086
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?