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  #1  
Old 06-09-2014, 11:59 PM
PeteOzzy PeteOzzy is online now
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iPad 2, iOS 7.x
 
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Default Down In The Deep (roguelike / RPG)


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  #2  
Old 06-10-2014, 12:40 AM
Yossarian Yossarian is offline
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Default Down In The Deep (roguelike / RPG) - Universal app

Hello all,

My latest game Down In The Deep is now been published on the app store. The game is on launch sale for $1.99 and it is a universal app.

App store link - https://itunes.apple.com/us/app/down-in-the-deep-roguelike/id846774476?mt=8

Any feedback is welcome. I am looking to make changes / improvements to the game going forward

Alex

Game description :
Down In The Deep is a REAL-TIME roguelike / RPG world dungeon crawler with quests!

Ancient dungeons :
* 40 massive randomly generated world Day and Night dungeons
* Discover loot from enemy and trader characters and also from silver and gold chests!
* Wait for night and enter the more dangerous Night dungeons to earn higher xp and find more gold
* Dungeon levels become larger and more dangerous the deeper down you venture
* Five levels of dungeon difficulty
* Real-time movement and melee / ranged / spell combat

Dungeon dwellers :
* Battle through normal, Lord and Master (boss) enemy characters
* Trader characters - buy and sell loot / items with dungeon traders!
* Friendly characters - Receive healing or obtain useful information about the dungeons
* Quest characters - start optional quests that take you to other world dungeons to complete

Magnificent loot :
* Thousands of randomly generated items with ranking from common through to legendary!
* Melee and ranged weapons available
* Varied and powerful spells to battle through the dungeons

Choose your destiny :
* Select from three player character classes (Warrior, Mage and Ranger)
* Level-up and distribute points among different character attributes that
affect your combat abilities and your ability to survive
* Enter and leave world dungeons as you want
* Normal (resurrection on death) / hard (permadeath) game difficulties

Last edited by Yossarian; 06-27-2014 at 04:13 PM..
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  #3  
Old 06-10-2014, 12:43 AM
Yossarian Yossarian is offline
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Location: UK
Posts: 100
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Version 2.1 has been submitted to the app store for approval.

This version has the following new additions :

- Players can select the maximum dungeon levels when starting a new campaign. Choices are Deep (between 13 to 18 levels), Deeper (between 18 to 23 levels) and Deepest (between 23 to 28 levels).
- Reduced the maximum number of dungeon level chambers and hallways.
- Increased player xp needed to level-up.
- Reduced enemy gold drop amounts.
- Master (boss) enemy characters while attacking can now also steal player equipped items or useable items in quick slots.
- Night dungeon doors can now have traps (only on unlocked doors).
- Added spiders to dungeon chambers for atmosphere.
- Added shadows to shrines.

Last edited by Yossarian; 06-14-2014 at 08:10 AM..
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  #4  
Old 06-10-2014, 01:13 AM
Vovin Vovin is offline
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iPhone 5, iOS 6.x
 
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Location: Germany
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Damn, this looks too good to be ignored. It even hasn't the popular Onyx pixel gfx set. Then, it's real-time and has legendary equipment stuff and tons of loot, spells and other gear, according to the screenshots.
Think I gonna try this.

Last edited by Vovin; 06-10-2014 at 01:18 AM..
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  #5  
Old 06-10-2014, 01:21 AM
PeteOzzy PeteOzzy is online now
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Quote:
Originally Posted by Vovin View Post
Damn, this looks too good to be ignored. It even hasn't the popular Onyx pixel gfx set. Then, it's real-time and has legendary equipment stuff and tons of loot, spells and other gear, according to the screenshots.
Think I gonna try this.
I was hoping you would! Would love to hear some impressions, I'm short on itunes at the moment but there's no way I can resist a good roguelike!
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  #6  
Old 06-10-2014, 01:26 AM
Silvers Silvers is offline
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Edit: moved comment to the dev-initiated game thread.

Last edited by Silvers; 06-10-2014 at 01:29 AM..
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  #7  
Old 06-10-2014, 01:33 AM
Yossarian Yossarian is offline
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iPhone 4
 
Join Date: Mar 2012
Location: UK
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Hello,

I am the developer of this game

Regarding difficulty, I was careful to make sure the player has some breathing room in battles as I did not want the player survival to be purely based on having fast touch reflexes.

Also, each weapon has a cool-down time so you can not attack a enemy again until the cool-down time has finished.

Alex
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  #8  
Old 06-10-2014, 01:34 AM
Silvers Silvers is offline
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Join Date: May 2014
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Thanks for the heads-up! I normally pass on real-time games due to poor coordination, but this one's just too tempting...

I might wait for impressions to come back regarding difficulty. How important are quick reflexes? For a yardstick, I never made it past world 5 of Mario Bros. Will your game still be enjoyable to someone with my low level of skill? If I play on Normal, will careful play, lucky drops or grinding let me occasionally complete the dungeon? Will I miss out on most of what the game has to offer due to skill-based gating?
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  #9  
Old 06-10-2014, 01:39 AM
Yossarian Yossarian is offline
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iPhone 4
 
Join Date: Mar 2012
Location: UK
Posts: 100
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Hello,

Regarding difficulty, I was careful to make sure the player has some breathing room in battles as I did not want the player survival to be purely based on having fast touch reflexes.

Also, each weapon has a cool-down time so you can not attack a enemy again until the cool-down time has finished.

The only difference in game-play between normal and hard is that with hard difficulty once you die the game is over (permadeath) so you will not be able to continue your game.

If you die on normal difficulty then you lose all of you current gold and experience points and your character level is reduced slightly. Some of your character attributes may also be reduced depending on the previous character level and the new reduced character level. You will be able to keep any items / loot you have found though.

Alex
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  #10  
Old 06-10-2014, 01:40 AM
Silvers Silvers is offline
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Join Date: May 2014
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Quote:
Originally Posted by Yossarian View Post
Hello,

I am the developer of this game

Regarding difficulty, I was careful to make sure the player has some breathing room in battles as I did not want the player survival to be purely based on having fast touch reflexes.

Also, each weapon has a cool-down time so you can not attack a enemy again until the cool-down time has finished.

Alex
Good enough for me! Time to make use of the generous launch sale. I have a long flight on Wednesday, and I expect your game will make a great companion.

Last edited by Silvers; 06-10-2014 at 01:42 AM..
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