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A squad-based roguelike with huge range of playable creatures for your team

03-28-2014, 06:27 PM
Joined: Mar 2014
Posts: 7
A squad-based roguelike with huge range of playable creatures for your team

Hi guys and gals. I'm making this game Dungeon Bash for IOS and Android. Its just about done, but it needs crowd-funding to make awesome graphics.


You get to control a team of three different characters every time you play, from about 30 playable characters. Like your team could be an acid blob, a troll and a cave lion, for instance.

The emphasis is on devising a strategy based on the most effective way to use each of your team members, given their skills, abilities and equipment, in each new tactical situation they find themselves in.

Lets say your team was an Elf, a Zombie and an Acid blob - how would you use them?

An Elf is pretty fragile, but fast and hard to hit. Good Attack skill means he is handy with ranged weapons and hits often in melee. He has a head, hands and a humanoid body which means he can use any item or armor found in the dungeon. Different weapons means he can deal out different types of damage, etc... highly adaptable.

A Zombie is pretty tough, but slow and can't hit well. But like an Elf, can use anything found in the dungeon, which gives scope to improve areas it is deficient in, or make its strengths (general toughness) even stronger.

An Acid Blob is even more tough than a zombie, being highly resistant to chemical attacks, as well as being fairly resistant to hard and sharp attacks. It is still susceptible to energy attacks, however. Unlike a zombie, it packs a good wallop in the form of a strong chemical attack. The thing is, this unusual creature doesn't have a head, hands or humanoid body so it can't use any items at all! As it gains it experience, like any creature, it will get proportionately stronger and more skilled, but its fundamental nature won't change.

How would you use these creatures to make an effective team?

(The elf is effectively tanking for the wolf by holding that position orthogonal to a monster.)

Things to consider:
  • * You can position your party members to tank or flank.
  • * Marching order in corridors and when descending levels can be important because creatures can't move through other creatures, nor can one descend until the previous one is out of the way.
  • * At each stage, you will be distributing your limited equipment between your team members to make them more effective for the roles you see them playing
  • * Do you go for your specializing each character for a particular role, or do you make them more adaptable? There are so many type of enemy, with so many different strengths and weaknesses - there is no one 'one size fits all' solution.

The game is designed specifically for phones. While the screen shot above may look rather sparse and simple, and the UI elements on the right look rather large, on a 4 inch screen, it looks a lot better - the UI is nicely finger-sized with a smooth 'physics' scroll and the dungeon looks clear and and uncluttered so you can visualize your next move.

The gameplay of Dungeon Bash centres on deciding what role each member should have in every battle, and effectively playing that role depends on positioning your team members correctly with respect to the monsters and each other.

To strengthen this core-game play even further I want to add the following:
  • * Knockback effect
  • * Charging ability (move and attack on the same turn)
  • * Followup ability (displace an enemy by applying knock back, and then moving into their position)
  • * Terrain. Make some areas hard to move through. (Flying creatures aren't affected.)
  • * Stealth - Implement a stealth and perception stat such that creatures may be unaware of other creatures even if in LOS. Implies the roles of 'scout' and 'assassin', and splitting the stealthy and unstealthy members of the party for those roles to be effective.

Last edited by stefoid; 03-28-2014 at 06:31 PM.
03-28-2014, 07:09 PM
Joined: Mar 2014
Location: Brooklyn, NY
Posts: 156
Looks neat! Checked out the video on kickstarter, and the visibility aspect of encounters is pretty interesting. Well done, mate!
03-28-2014, 08:07 PM
Joined: Jul 2012
Posts: 7,852
Looks pretty awesomely ambitious!
03-28-2014, 08:49 PM
Joined: Jun 2013
Location: Unicorn Land
Posts: 124
Really awesome! I hope this gets some attention
03-28-2014, 10:46 PM
Joined: Aug 2013
Posts: 117
Great idea! I'll buy it when released!
03-29-2014, 05:49 PM
Joined: Mar 2014
Posts: 7

An feedback or comments welcomed.