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Delve The Dungeon Crawler V.2.0

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#1 Templar

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Posted 17 April 2012 - 02:10 AM

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Delve the Dungeon Crawler

This is a dungeon crawler that was heavily inspired by the Delve: The Dice Game board game.

Take a role of brave adventurers - Fighter, Rogue, Wizard, Cleric, Paladin, Ranger, Druid and Elementalist to explore many dangerous dungeons. 
Lots of enemies to battle (more than 70 unique monsters), artifact to find, traps to avoid and spells to cast. 
Did I told you that this game includes many achievements and endless survival mode with online leaderboard?
 

Features:
- 14 Dungeons (+1 Secret dungeon)
- 8 Characters
- 70 Unique monsters
- More than 90 monster encounters (plus about 90 - traps, statues and treasures)
- Survival - endless mode
- Online Leaderboard
- 14 Unique Artifacts (more than 50 different modifications) - and 8 kinds of consumables (potions)
- 15 Auras types
- Achievements (over 30 achievements to unlock)
- Tutorial (it will teach you how to play the game and explain rules) (more detailed rules can be found on the boardgame site)

 

Game Controls
"ESC" key - while in dungeon mode, this will take you to your Adventures profile. Here you will find your current party XP and XP requered to gain next level. You are able to drink all healing/resurrection/bless/purification potions. You are also able to distribute potions/artifacts betwen your hero's.
"Space" key - skips a dialog popup, and also roll dice.
Mouse Shortcuts:
- Right click on Roll the dice will deselect all dice, or select all (if no dice was selected)
- Right click on dice, will select or deselect all similar dice.
- Right click on Pass, will skip all dice rolls (take you to the final dice selection).

DOWNLOAD 2.0

File Size: 22mb exe / Windows7 and Windows8 compatible

(Run as administrator in Windows8)

What's new log:

Spoiler

Survival mode
Spoiler

Online Leaderboard

I'm looking forward your feedbacks! Suggestions, ideas, gameplay remarks, anything!

screenshoot6thumb.jpg screenshoot7thumb.jpg screenshoot5thumb.jpg treasurei.th.jpg
more screenshots

 

 

Illustrations that used in this project does not belong to me and used in boundaries of Fair use.
If you are the author and want a credit or want it to be removed please contact me.
Delve the Dungeon Crawler is a non-profit fan-made project.

Edited by Templar, 02 July 2014 - 11:10 PM.

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Dungeon crawler where you fight monsters by rolling dice


#2 vidokas

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Posted 18 April 2012 - 09:27 AM

very nice game.
i only played one similar game "runespell overture"

btw.
how about saving games?
i played it yesterday.. died. go to my menu, and started to last dungeon.

but today when i turned on game. it was all from beggining :unsure:
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#3 Templar

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Posted 18 April 2012 - 05:47 PM

very nice game.
i only played one similar game "runespell overture"

btw.
how about saving games?
i played it yesterday.. died. go to my menu, and started to last dungeon.

but today when i turned on game. it was all from beggining :unsure:

Thanks for reply. If you liked the "runespell overture" you will like this one as well.
I'm might need more details to help you.
All savings are automatic. When you finish a dungeon - it will be finished even after you exit/reenter game (or you lose your next dungeon). Your progress should be saved.
(Make sure you didn't erased your save file, and play in "Adventure" ("Dungeon" is only for replay)).
Sekmes ;]

Edited by Templar, 18 April 2012 - 07:11 PM.

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Dungeon crawler where you fight monsters by rolling dice


#4 vidokas

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Posted 19 April 2012 - 09:05 PM

description of "Giant"

[Don't run away little humans, I just wasn't to play with you]
i think it should be "I just want to play with you"

edit: game crashed after first giant roll

edit2: guess game too much based on luck.
sometimes some crowd of bats get x5 VI dice and u dead :|

Edited by vidokas, 19 April 2012 - 09:26 PM.

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#5 Templar

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Posted 20 April 2012 - 11:02 AM

description of "Giant"

[Don't run away little humans, I just wasn't to play with you]
i think it should be "I just want to play with you"

Thanks for report. This is what happens when you programming at 4am :)

edit: game crashed after first giant roll

This never happend to me before. Please send "game_errors.log" file that was created to my email (or at least post it here) so I could fix this.

edit2: guess game too much based on luck.
sometimes some crowd of bats get x5 VI dice and u dead :|

Well, this is what you get when you play a game driven by dice :) Luck factor will always be involved.
But not on a critical level. When you get to play more, gain more experience for you charactres that will give you more options, you realize that you can control dice more, and a lot of skills and tactics involved.
If you are talking about crows of bats in first dungeon. This encounter was on a higher level then you, the only way to defeat it was to use Wizard's Lightning strike skill (I programmed this encounter that you would always roll at least four [II] when you play this encounter)
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#6 vidokas

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Posted 20 April 2012 - 11:21 AM

ERROR in
action number 1
of Step Event
for object popup_help_obj:

Error in code at line 153:

text=instance_position(mouse_x,mouse_y,attack_obj).text;
^
at position 53: Unknown variable text

EDIT:
sometimes its really hard.
killed giant.
atacked raiders. and they get 6 atacks...
so i need to start that dungeon from begining again :|

Edited by vidokas, 20 April 2012 - 11:41 AM.

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#7 Templar

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Posted 20 April 2012 - 12:21 PM

ERROR in
action number 1
of Step Event
for object popup_help_obj:

Error in code at line 153:

text=instance_position(mouse_x,mouse_y,attack_obj).text;
^
at position 53: Unknown variable text

EDIT:

Ok, fix is on it's way.

sometimes its really hard.
killed giant.
atacked raiders. and they get 6 atacks...
so i need to start that dungeon from beginning again :|

If I make a dungeon that you may lose - players will be frustrating when they lose.
If I make a dungeon that you always win - players will complain that it's not challenging.
I guess there is no win win option here :)
Because there are not that many dungeons right now, I choose a "hard challenge" approach. That means that you have to explore all dungeon and get to know all enemies in order to succeed.
Game is very rewarding no matter if you win or lose. All your hard earned experience are saved even when you lose. So the next time you play this dungeon again, you will be a little stronger.

Edited by Templar, 20 April 2012 - 03:25 PM.

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Dungeon crawler where you fight monsters by rolling dice


#8 Templar

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Posted 27 April 2012 - 02:13 AM

1.36 released
What's new:
- Minor changes in "Dragon's Lair", "Loss and Gain", "Pursuit" and "Lord Teranis" dungeons
- Cave Troll behavior slightly changed
- Ninjas health changed from 4 to 3
- Graphical improvements - New avatars for Goblins and Goblin Leaders. And few more minor improvements
- Bug fixes
- Gramar Grammar fixes
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#9 JABayne

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Posted 28 April 2012 - 05:03 PM

Fun game, needs music. maybe I could assist? P.M. me and I will give you a link to my music page.

piggy
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#10 Templar

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Posted 29 April 2012 - 11:32 PM

I forgot to mention game controls and shortcuts:

Game Controls
"ESC" key - while in dungeon mode, this will take you to your Adventures profile. Here you will find your current party XP and XP requered to gain next level. You are able to drink all healing/resurrection/bless/purification potions. You are also able to distribute potions/artifacts betwen your hero's.
"Space" key - skips a dialog popup, and also roll new dice.
Mouse Shortcuts:
- Right click on Roll the dice will deselect all dice, or select all (if no dice was selected)
- Right click on dice, will select or deselect all similar dice.
- Right click on Pass, will skip all dice rolls (take you to the final dice selection).



Fun game, needs music. maybe I could assist? P.M. me and I will give you a link to my music page.

piggy

Ok :)
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#11 Templar

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Posted 01 May 2012 - 11:52 PM

1.37 released
What's new:
- Difficulty reduced in all dungeons, some monsters was removed. (I will reintroduce removed monsters in future dungeons).
But if you replay a dungeon, it will be as hard as is was.
- More balance improvements:
- Ghost health changed from 2 to 1
- Killer Snake poison strength reduced
- Final boss now attack only at die [6] but inflict 2 damage (reduced difficulty for final battle)
- Some grammar fixes

Edited by Templar, 01 May 2012 - 11:56 PM.

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#12 Templar

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Posted 28 May 2012 - 11:41 PM

1.4 released
What's new:
- Achievements! - over 30 achievements that can be unlocked through the game. (you get 50xp bonus for every unlocked achievement)
- New Dungeon - 2 new monsters (overall 5 monster encounters).
- New Artifact
- Balance improvements:
- Reduced difficulty in "Loss and Gain" and "Dungeon of Lord Teranis" dungeons
- Ghoul amount of rolled dice reduced from 3 to 2
- Wraith will not cast aura Touch of Death
- Mummy Touch of Death aura timer increased from 6 to 7
- Sahuagin health reduced from 4 to 3
- Vampire attack reduced from hitting on dice 4 to 5
- Orc archer attack reduced from hitting on dice 4 to 6, but now attack with fire arrows
- Boss Lord Teranis "Black Curse" aura time reduced from unlimited to 1-2 turns. But now he attack from the start of the dungeon. After Lord Teranis summons all monsters, his resistance reduced from 3 to 2. This makes him a lot more vulnerable. (All this changes makes Boss Lord Teranis a lot more easier to defeat).
- also fixed bug that takes all your artifact when you find your lost companion. Now you have 2 choices, how to defeat Boss Lord Teranis - with your new companions or your old companions.
- Holy Smite skill - final upgrade for Cleric's skill Holy Smite - now instead of 2 separate attacks, it make one that do 1 additional damage to undead
- Other minor improvements, and bug fixes
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#13 Tsn

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Posted 31 May 2012 - 07:26 AM

Awesome game but there are a few things i find missing.

I'd like to see random dungeon generation. Start with one character with a few skills and along the way find more skills and characters. At the end of the dungeon would be a boss that you have to prepare for. Would give the game lots of replayability.

Seems a bit hard to get started. It's near impossible to beat the first dungeon without dying. Maybe there should be a preperation dungeon or a resurrection spell at start and random encounters to gain more experience or resurrect your party? It's discoraging to die at least 2 times to get your game started. After that it's easy though.

Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".

Enemy attacks should be limited. At least no more then 2 attacks at the beginning.

You shouldn't be able to heal a character that already has full health.

Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.

Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.

I'm sure i'd have more suggestions if i'd play more.

Edited by Tsn, 31 May 2012 - 09:05 AM.

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#14 Templar

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Posted 31 May 2012 - 02:08 PM

Awesome game but there are a few things i find missing.

I'd like to see random dungeon generation. Start with one character with a few skills and along the way find more skills and characters. At the end of the dungeon would be a boss that you have to prepare for. Would give the game lots of replayability.

Seems a bit hard to get started. It's near impossible to beat the first dungeon without dying. Maybe there should be a preperation dungeon or a resurrection spell at start and random encounters to gain more experience or resurrect your party? It's discoraging to die at least 2 times to get your game started. After that it's easy though.

Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".

Enemy attacks should be limited. At least no more then 2 attacks at the beginning.

You shouldn't be able to heal a character that already has full health.

Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.

Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.

I'm sure i'd have more suggestions if i'd play more.

Thanks for a comment.
At the present I'm working at random generated dungeon survival mode. So yes, it's on my top todo list.

What monster caused you the most problems? If it's "boss" who was killing you, I definitively can make him less powerful.

>>You shouldn't be able to heal a character that already has full health.
There is a problems lies with it. If I will prevent you from healing healthy characters, what will happen if you cast a healing aura and you have no character to heal? (and preventing casting all healing auras, is not the best solution, because we have "Statues" that will cast healing auras no matter what. Well, this is what they do...).

>>Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".
Thx, I will fix in next version. Please report more grammar problems.

>>Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.
Some kind a bug I never encountered... Report if this will happen again.

>>Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.
Interesting idea. But I wonder what will happens with the strategic decisions...
Right now, your characters are at low level, so I guess there is not much options for you in battle, but when you level up, there will definitely be more strategy involved.
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#15 NicholasJames2378

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Posted 31 May 2012 - 04:27 PM

This post has been removed.

Edited by NicholasJames2378, 08 June 2012 - 11:48 PM.

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#16 Tsn

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Posted 31 May 2012 - 05:29 PM


Awesome game but there are a few things i find missing.

I'd like to see random dungeon generation. Start with one character with a few skills and along the way find more skills and characters. At the end of the dungeon would be a boss that you have to prepare for. Would give the game lots of replayability.

Seems a bit hard to get started. It's near impossible to beat the first dungeon without dying. Maybe there should be a preperation dungeon or a resurrection spell at start and random encounters to gain more experience or resurrect your party? It's discoraging to die at least 2 times to get your game started. After that it's easy though.

Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".

Enemy attacks should be limited. At least no more then 2 attacks at the beginning.

You shouldn't be able to heal a character that already has full health.

Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.

Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.

I'm sure i'd have more suggestions if i'd play more.

Thanks for a comment.
At the present I'm working at random generated dungeon survival mode. So yes, it's on my top todo list.

What monster caused you the most problems? If it's "boss" who was killing you, I definitively can make him less powerful.

>>You shouldn't be able to heal a character that already has full health.
There is a problems lies with it. If I will prevent you from healing healthy characters, what will happen if you cast a healing aura and you have no character to heal? (and preventing casting all healing auras, is not the best solution, because we have "Statues" that will cast healing auras no matter what. Well, this is what they do...).

>>Typo at the start of the game. "You seems to be hit". It should be "You seem to be hit".
Thx, I will fix in next version. Please report more grammar problems.

>>Everyone died but the game didn't end and i could still roll the die and i couldn't target anyone with enemy attacks.
Some kind a bug I never encountered... Report if this will happen again.

>>Maybe add a mode that makes the game action based? Enemies attack you based on time but you attack as fast as you make your moves.
Interesting idea. But I wonder what will happens with the strategic decisions...
Right now, your characters are at low level, so I guess there is not much options for you in battle, but when you level up, there will definitely be more strategy involved.


It wasn't the boss that was difficult. What made it difficult was that there were so many enemies that attacked too many times in a row (they could kill my party with one lucky attack) and no way to heal my party.
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#17 Templar

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Posted 31 May 2012 - 06:42 PM

It wasn't the boss that was difficult. What made it difficult was that there were so many enemies that attacked too many times in a row (they could kill my party with one lucky attack) and no way to heal my party.

I'm sure you just was very unlucky. And this happens, it is a dice (luck) driven game.
What I can do, is to reduce enemies in the boss fight.

Im interested in making an rpg in game maker (with yours as my inspiration) but i dont think its possible. im trying it in gm8. which version of game maker did you use? (i can use 7 pro, 8 pro, and 8.1 standard). if you could tell me, that would really help me out. that was i would know which version it is possible with.

8.1 standard is very nice, I'm having great time working with it.
The only suggestion I could give, if you have possibility - GM:Studio is the way to go (or wait for 9.0 standard, as this will be cheap version of GM:Studio). After I programmed my game in 8.1, it's really hard to transform it to new GM:Studio standards, I found that many things must be rewritten. But if you have no plans for multiplatforming, 8.1 standard is the best choice.
Don't forget to add me for beta testing of your game ;)

Edited by Templar, 31 May 2012 - 09:27 PM.

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#18 Tsn

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Posted 01 June 2012 - 02:55 AM

Maybe you should /2 the amount of attacks enemies can do based on their health? If enemies have 4 health they can do 2 attacks maximum, if they have 5 health they can do 3 attacks maximum because i think it should round up.
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#19 AlaskaGames

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Posted 01 June 2012 - 03:15 AM

looks cool!
might download... :yes:
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#20 Templar

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Posted 02 June 2012 - 05:58 PM

Maybe you should /2 the amount of attacks enemies can do based on their health? If enemies have 4 health they can do 2 attacks maximum, if they have 5 health they can do 3 attacks maximum because i think it should round up.

Hmm, this might be a good idea. But what about enemies hitting (for example) on [2],[3],[4],[5],[6]? I understand that it's a really bad luck if enemy that hit on [6], will roll 4 dice, and make more then 2 hits. But, an enemy that hit on [2],[3],[4],[5],[6] should most likely make 4 hits.

Having this in mind, this is what I made:
If an enemy will make more hits than a half of the dice rolls. Those dice (that are "hit") will be re-rolled once.
Example: enemy just rolled: [6],[6],[6],[6] - two last dice will be re-rolled. For an enemy that will hit only on [6], it will be unlikely that re-rolled dice will be [6] again.
For an enemy that hit on multiple dice, this might help, but with less possibility.

I called this method - soft, as there may still be "hits" even after re-rolls. I did not tested it enough (but I liked the results I had), so I will post it here for everyone who want to try it:
Delve the Dungeon Crawler 1.4 soft check

Tell me if you liked it. If you feel this method is not enough, I might make a hard block of any hits that are beyond /2, but I'm not sure about enemies that hit on multiple dice.

Edited by Templar, 02 June 2012 - 06:17 PM.

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#21 mikee

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Posted 03 June 2012 - 06:27 AM

Sounds fun :) Deserves a play :thumbsup:
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#22 Tsn

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Posted 03 June 2012 - 07:43 AM

I made through the first dungeon on my first try this time.

Is there any way to resurrect your party members?
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#23 Templar

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Posted 03 June 2012 - 10:01 PM

I made through the first dungeon on my first try this time.

Is there any way to resurrect your party members?

Yes. Cleric and Druid will learn how to resurrect (Cleric on lvl 4, Druid on lvl 5).
You will find resurrection potions and resurrection artifacts in later dungeons.
Statue (very rarely) can resurrect dead member.

Sounds fun :) Deserves a play :thumbsup:

Give a comment when you have a play.
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#24 Tsn

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Posted 04 June 2012 - 06:46 AM

Since i have been playing the game for a while and i'm not sure what i should comment on or suggest, is there anything specific you'd want feedback on?

Edited by Tsn, 05 June 2012 - 11:34 AM.

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#25 mikee

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Posted 05 June 2012 - 11:13 AM

Have spare time to give it a play (sorry I've been having problems with downloading files). I'll post when a play has been had :thumbsup:

EDIT: Actually, realised it's hosted on MediaFirem which is blocked on my laptop. Sorry :/

Edited by ThatRandomGuy, 05 June 2012 - 11:14 AM.

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#26 Templar

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Posted 05 June 2012 - 11:53 PM

Since i have been playing the game for a while and i'm not sure what i should comment on or suggest, is there anything specific you'd want feedback on?

What I really need is some comments on game balance. What dungeons was too easy, what dungeons was too hard, which encounters do you think were the hardest(in a bad way)/unbalanced.
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#27 hallsofvallhalla

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Posted 08 June 2012 - 05:25 PM

hey, have not logged in here in a looong time but had to log in to tell you I love the game. very addicting but one thing that is killing me is the Loss and Gain level. It is basically impossible to beat. I can get all the way to the last guy with all health and potions remaining and rolling 7-9 die and die every time. All of my players are levels 5-6 an still incredibly hard. The final guy doing 2 damage per hit just destroys the group. At max you will have 10 - 15 health in all the group and he can do that in one turn by himself. Not including all the other guys. Not only that the druid is useless. His ability is not worth using and when you are at last guy you have 7 or 8 die so makes his ability even more useless.


It is a major imbalance in my opinion but other than that I LOVE the game and this is coming from a seasoned game developer.
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#28 Templar

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Posted 09 June 2012 - 01:29 AM

hey, have not logged in here in a looong time but had to log in to tell you I love the game. very addicting but one thing that is killing me is the Loss and Gain level. It is basically impossible to beat. I can get all the way to the last guy with all health and potions remaining and rolling 7-9 die and die every time. All of my players are levels 5-6 an still incredibly hard. The final guy doing 2 damage per hit just destroys the group. At max you will have 10 - 15 health in all the group and he can do that in one turn by himself. Not including all the other guys. Not only that the druid is useless. His ability is not worth using and when you are at last guy you have 7 or 8 die so makes his ability even more useless.


It is a major imbalance in my opinion but other than that I LOVE the game and this is coming from a seasoned game developer.

Thanks for the feedback. Glad you liked the game!
I made a fix, I think this will help you. I tested it many times, and I was able to defeat Cave Troll with having only an artifact and resurrection potion - 8 out of 10 times. I'm sure more potions will increase chances.
I agree, druid is pretty weak and you can't rely on him in critical situations. But in a long battle, you will definitely have a good chance to throw his cure wounds spell, just don't lose this chance. (Druid will become a lot more helpful in later dungeons (when he will level up))
Please inform me if you will have more problems with Cave Troll or any other monster.


1.41 released
What's new:
Implemented a check, that reduce chances for enemies to roll very high quantity of hits in a single roll
- Balance improvements:
- Cave Troll amount of rolled dice reduced from 6 to 5, Regeneration reduced from 3 points of damage to 2. All surrounding Goblins are now Weak Goblins.
- Also fixed very rare and strange bug, when Cave Troll makes one of the Goblins immortal.
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#29 hallsofvallhalla

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Posted 10 June 2012 - 03:08 PM

- Also fixed very rare and strange bug, when Cave Troll makes one of the Goblins immortal.


haha I love when this happens when developing, some random thing that almost makes the game have a mind of its own.

Thanks for the fixes. Big fan of the game.
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#30 hallsofvallhalla

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Posted 13 June 2012 - 07:54 PM

The balance is still way out. The druid still stinks and I have leveled him up real high. Ranger and Paladin do not do anything for me either. They are no where equal to the Fighter and Thief. I die every time in Pursuit. It is hard to level the Ranger and Paladin when you have to get them over and over every time you die. When I do get a new level I have the fighter and theif and they are maxed.
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#31 Templar

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Posted 13 June 2012 - 11:14 PM

The balance is still way out. The druid still stinks and I have leveled him up real high. Ranger and Paladin do not do anything for me either. They are no where equal to the Fighter and Thief. I die every time in Pursuit. It is hard to level the Ranger and Paladin when you have to get them over and over every time you die. When I do get a new level I have the fighter and theif and they are maxed.

Any particular encounter that you having problems with? Ranger and Paladin will actually become very strong, just need to level them up.
Hmm... when you having a new level, who do you level up (if fighter and thief already at max)?
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#32 hallsofvallhalla

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Posted 14 June 2012 - 03:11 AM

the ranger and paladin are getting better. I have yet to use the druid once though. He is just fodder. His abilities are worthless. Pursuit just has so much to battle and go through
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#33 Templar

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Posted 14 June 2012 - 11:26 PM

the ranger and paladin are getting better. I have yet to use the druid once though. He is just fodder. His abilities are worthless. Pursuit just has so much to battle and go through

I made some changes in Pursuit dungeon to reduce difficulty, hope this will help you.
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#34 hallsofvallhalla

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Posted 15 June 2012 - 01:03 PM


the ranger and paladin are getting better. I have yet to use the druid once though. He is just fodder. His abilities are worthless. Pursuit just has so much to battle and go through

I made some changes in Pursuit dungeon to reduce difficulty, hope this will help you.


Haha i hate to keep reducing the difficulty and I hope I am not making it too easy to play. I will give it another play and see how it is. I do love the game. It has actually inspired me to open up one of my HTML5 multiplayer games(using Nodejs and Javascript, not game maker) and work on it some more. It is a space game and is more MMO style but I love the battle dice style and will fit in nicely.
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#35 J_B

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Posted 01 September 2012 - 03:03 PM

Really enjoying this so far! Think I missed the tool tip for it but how do you use the disarm trap skill?
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#36 Templar

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Posted 04 September 2012 - 11:59 PM

1.5 released
What's new:
- Survival mode! - battle monsters in semi-endless survival mode, level up your heroes, search for new powerful artifacts, and go deep into the dungeon to gain more experience points (all gained XP is your final score when you are defeated)
You get 5xp bonus for every achievement at the start of the dungeon

- Online Leaderboard! - compete against other adventures! Top board and monthly updated board. Also best local score
- New Dungeon - "Elementals" - 5 new monsters (overall 7 new monster encounters).
- New Artifact - Healing Ring
- Notification for new update - game will now notify you when new update is released
- Balance improvements:
- Lich health reduced from 4 to 3. Attack value reduced from hitting on dice [4] to [5]
- Troll now regenerates health only every other turn
- Skeleton Archer health reduced from 2 to 1.
- Thug health reduced from 4 to 3. Attack value increased from hitting on dice [6] to [5].
- Neophyte Spellcaster Attack value increased from hitting on dice [6] to [5].
- Orc archer attack reduced from hitting on dice 4 to 6, but now attack with fire arrows
- Achievements - requirements for some achievements is increased. (bonus for unlocking achievement was decreased to 30xp)
- Minor changes in almost all dungeons (some monster combination was changed, mostly in "Dungeon of Lord Teranis").
- Other minor improvements, and many bug was fixes


I also uploaded gameplay/teaser video in the title post
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#37 hallsofvallhalla

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Posted 07 September 2012 - 05:34 PM

I am actually extremely disappointed in this game. It is unbearably difficult which causes soooo much time wasting. I am at the Dungeon of Lord Terans and Dungeon 1 and holy crap dude what is the point! It is like sending a 6 year old to beat a troll and 10,000000000000000000000000000000000000000000 ogres. yeah I am that aggravated. My guys are maxed out on levels. The druid is friggn worthless. He is nothing more than fodder. His abilities are garbage.

Sorry /rant off.

I LOVE the game. Bravo on it, I have no doubt coding the detection of the different dice was a pain and you have done a great job but man the difficulty is waaaay overkill.
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#38 Templar

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Posted 07 September 2012 - 08:18 PM

Really enjoying this so far! Think I missed the tool tip for it but how do you use the disarm trap skill?

I made a video that should explain how disarm trap works. Hope it will help!
http://www.youtube.com/watch?v=gHt0ulI07OY&hd=1


I am actually extremely disappointed in this game. It is unbearably difficult which causes soooo much time wasting. I am at the Dungeon of Lord Terans and Dungeon 1 and holy crap dude what is the point! It is like sending a 6 year old to beat a troll and 10,000000000000000000000000000000000000000000 ogres. yeah I am that aggravated. My guys are maxed out on levels. The druid is friggn worthless. He is nothing more than fodder. His abilities are garbage.

Sorry /rant off.

I LOVE the game. Bravo on it, I have no doubt coding the detection of the different dice was a pain and you have done a great job but man the difficulty is waaaay overkill.

I have a feeling you a little frustrated... :whistle:
Hehe, I guess game IS a little challenging :medieval: Thanks for a comment :)
Leave "Dungeon 1" for now, until you get Cleric back, Druid is bad for this dungeon, concentrate on Teranis.
You probably having the most troubles with the Witches? This is where you underestimate Druid. Just throw all incoming curses only on one hero (for example I'm choosing Paladin) (yes, yes, I know you are required to curse all heroes, well, just curses Paladin with all following auras). After Touch of death will reach last turn, cast a Purification to clean it. Do it several times if required. If you still have problems, save bottle of Bless and a fireball, and drink before attacking Witch (you can drink any potion in your ESC menu (no dice is required)).
Try all this. If you still can't beat the game, write me what monster is the most troublesome, I will think a way how to balance this level.
Don't forget to try "Survival" mode too :ninja:

<<I have no doubt coding the detection of the different dice was a pain
thanks for noticing, it was really an achievement for me, when I finally made it all work =]

Edited by Templar, 08 September 2012 - 01:14 AM.

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#39 hallsofvallhalla

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Posted 16 September 2012 - 08:06 PM

Dude it is CRAZY hard. Has anyone beat Dungeon 1 or Teranis? You have assassins that kill with one hit. You have ogres or whatever that you face four at once that in the first round do about 6 damage and regenerate. And thats only one of the 7 battles or so.

I love the game. Very well done BUT it is just too aggrivating for me to play anymore.



Really enjoying this so far! Think I missed the tool tip for it but how do you use the disarm trap skill?

I made a video that should explain how disarm trap works. Hope it will help!
http://www.youtube.com/watch?v=gHt0ulI07OY&hd=1


I am actually extremely disappointed in this game. It is unbearably difficult which causes soooo much time wasting. I am at the Dungeon of Lord Terans and Dungeon 1 and holy crap dude what is the point! It is like sending a 6 year old to beat a troll and 10,000000000000000000000000000000000000000000 ogres. yeah I am that aggravated. My guys are maxed out on levels. The druid is friggn worthless. He is nothing more than fodder. His abilities are garbage.

Sorry /rant off.

I LOVE the game. Bravo on it, I have no doubt coding the detection of the different dice was a pain and you have done a great job but man the difficulty is waaaay overkill.

I have a feeling you a little frustrated... :whistle:
Hehe, I guess game IS a little challenging :medieval: Thanks for a comment :)
Leave "Dungeon 1" for now, until you get Cleric back, Druid is bad for this dungeon, concentrate on Teranis.
You probably having the most troubles with the Witches? This is where you underestimate Druid. Just throw all incoming curses only on one hero (for example I'm choosing Paladin) (yes, yes, I know you are required to curse all heroes, well, just curses Paladin with all following auras). After Touch of death will reach last turn, cast a Purification to clean it. Do it several times if required. If you still have problems, save bottle of Bless and a fireball, and drink before attacking Witch (you can drink any potion in your ESC menu (no dice is required)).
Try all this. If you still can't beat the game, write me what monster is the most troublesome, I will think a way how to balance this level.
Don't forget to try "Survival" mode too :ninja:

<<I have no doubt coding the detection of the different dice was a pain
thanks for noticing, it was really an achievement for me, when I finally made it all work =]


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#40 Templar

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Posted 20 September 2012 - 01:50 AM

1.52 released
What's new:
- New powerful skills for Druid- Summon Wolf and Summon Spirit Wolf
- Balance improvements:
- Druid will now start the game with "Cure wounds" and "Natures fury" skills (so you don't need to spend level to gain "Natures fury")
- Difficulty reduced in many dungeons, mostly in Pursuit, Dungeon 1, Dungeon of Lord Teranis




Dude it is CRAZY hard. Has anyone beat Dungeon 1 or Teranis? You have assassins that kill with one hit. You have ogres or whatever that you face four at once that in the first round do about 6 damage and regenerate. And thats only one of the 7 battles or so.

I love the game. Very well done BUT it is just too aggrivating for me to play anymore.

Sorry to hear that. I'm trying the best I can to balance this game, and always looking for feedback.
I just played Dungeon 1 (the old version, with Druid), and passed it very easy on first time. Assassins was the easiest encounter. Just keep freezing those basterds with "Dual wield" or "Ray of frost" every turn, and they can't do any harm (pixies could ruined the fun, so I fixed it in latest version).
So, check the new version, I greatly improved Druid (with new skill, you can now heal like Cleric did) and I had a lot of fun playing him. All dungeons should be a lot easier too.

Edited by Templar, 20 September 2012 - 02:25 PM.

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#41 purpal

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Posted 20 September 2012 - 04:10 AM

I like this game. :thumbsup:

I encounter an unhandled situation. I am fighting against skeletons and zombies.
In a turn, I cast the CHAIN LIGHTING first, so they all have a "gray" heart due to the physical resistance.
Then I use the CHARGE ability of fighter, but I can't assign damage to any mob.
I don't know if this is correct of physical resistance ability, but now I am stuck that I can't even withdraw the action.
Finally, I can only restart the game. :skull:

By the way, the version is 1.52.
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#42 Templar

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Posted 20 September 2012 - 08:47 AM

I like this game. :thumbsup:

I encounter an unhandled situation. I am fighting against skeletons and zombies.
In a turn, I cast the CHAIN LIGHTING first, so they all have a "gray" heart due to the physical resistance.
Then I use the CHARGE ability of fighter, but I can't assign damage to any mob.
I don't know if this is correct of physical resistance ability, but now I am stuck that I can't even withdraw the action.
Finally, I can only restart the game. :skull:

By the way, the version is 1.521.

Thanks for report.

1.521 released
What's new:
- Critical bug when using Chain lightning on Undead fixed.
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#43 Templar

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Posted 22 September 2012 - 08:57 PM

Survival


I'm very excited about creating survival mode, so I wanted to tell few words about it.

Dungeon
Survival is a semi-endless dungeon, where you battle with monsters until you are defeated. Your final experiences points are your final score (which will be posted in online leaderboards).
It consist of 9 floors deep/dungeon levels.
In theory you may survive all of the 9 dungeons, defeat the most powerful monsters and bosses, and complete survival. But I made survival the way that it would be practically impossible to do so, and usually you should be stopped at dungeon levels 4-7.
You will start with a very small dungeon, but the deeper you go, the bigger the dungeon you encounter.

Encounters
You will find all variety of monsters in the survival (all 60 monsters I made so far). I made 240 monster encounters (unique combinations) that you will encounter during the play. Of course, the deeper the dungeon you go, the bigger and more dangerous monsters become.
You will also encounter: all 6 types of traps and 3 types of statues.
All encounters are randomly generated (from those 240 I mentioned) on every dungeon level, so you never know what monster is waiting for you in the corner (encounters are generated according to dungeon level, so the starting monsters are the easiest and less varied).

You should know this: A powerful guardian will always stand in front of the ladder (the one that takes you to the next level). It's a monster encounter that is usually a lot stronger than the rest, and you should always be prepared before fighting him.

Treasures
There are always 4 treasure chests in every level:
One treasure chest with - experience bonus (the most valuable prize). First level is always 100xp. Second - 150-200xp 3) 200-250xp 4) 250-300xp and so on.
One treasure chest with an artifact (except the first dungeon level). The deeper in the dungeon you go, the more powerful artifacts will be found.
Two treasures with potions. There are 50% chance to find Resurrection potion in one of the treasure chests on every dungeon level (except the first two)

Level up
All of your characters start adventure at level 1. But during the game, you will gain new levels very fast (finding treasure chest with experience points is the key). There is also a character level cap - you may not level your character higher than you did during the adventure.
While you start your adventure with no experience points, you receive 5 xp bonus for every achievement you unlocked.

Note: every new level gain, will subtract 50xp. So you should always decide, if it worth to level your character up or not.


Did you liked survival mode? Share your experience!
I'm looking forward your feedbacks!

I also made a web page to follow online leaderboards: http://delvethedunge...leaderboard.php
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#44 Templar

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Posted 04 October 2012 - 01:45 AM

1.6 released
What's new:
- New Hero - A new fun and balanced hero. 8 Levels to achieve! 5 unique skills! (actually 8 skills, if you count double skills)
- Changes in "Elementals" cave - Have you ever wondered who is responsible for all those elemenals? Well, you may finality meet a maker! (If you already passed this cave, you may have to do it again.)
- Music - Finally music! I added a music loop, which I like a lot. But if you love to listen to your own music, or find it repetitive, I made an option to turn it off
- On/Off Sound and/or music buttons - you will find them at the main screen (bottom left)
- Hints - every time you enter your inventory menu (ESC button), popup with random hint will remind you of some basics of the game
- New upgrade for Paladin - on level 6, Paladin will receive improved "Holy Sword" that will make one strike that do double damage against undead (improved Bless moved to level 7)
- Heroes are unlocked sooner in Survival and Dungeon modes - You may now play characters as soon as you acquire them. There is no need to wait for finding Cleric, Fighter and Rogue again

- Balance improvements:
- Mummy will now roll 4 dice (instead of 5)
- "Elementals" cave - difficulty reduced

- Minor changes\improvements
- "Dungeon 1" renamed to "Catacombs"
- "Catacombs" will now be unlocked only after defeating "Dungeon of Lord Teranis"
- Some minor changes to "Dragon's Lair", "Loss and Gain" and "Dungeon of Lord Teranis" dungeons
- You may get xp reduced if you have more than 5000 xp, this is done to make new character upgrades meaningful.

- Bug fixes:
- game may crush if you click on Wolf (that summoned by Druid)
- game may crush if Wolf was under the spell when you win a battle
- battle wound not end if all heroes were dead, when wolf was summoned
- sometimes when you enter battle, all aura is doubled
- traps are now immune to dice reducing spells
- "Specialist" achievement was triggered as soon as you acquire 4 artifacts, instead of winning a battle

Edited by Templar, 04 October 2012 - 02:52 PM.

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#45 Templar

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Posted 19 October 2012 - 12:41 PM

1.7 released
What's new:
- New Dungeon - "Archers Guild" is now ready to be conquered! Lots of archers, assassins and deadly traps! It's like a dream came true! You will also find 4 new monsters and a new powerful boss, overall 9 encounters (not to mention +12 traps! Madness!).
(This dungeon is made the way it's unnecessary to kill all monsters to win).
(You may have to complete Elemental cave to unlock Archers Guild dungeon)

Two new skills for Fighter:
- Critical Strike - two [6] inflict 3 damage
- Make Haste - mobilize your party to make attack more effective - a free ability to increase your dice rolls
- New upgrade for Rogue - remember how you hate when you try to get Crippling Strike, and you get it with a [1] as your damage die? Well, now on level 6, Rogue will receive improved Crippling Strike that will poison your enemy (if the hitting damage die is [1])
- Elementalist hero now be able to summon elementals before archers first strike and also during trap encounters - this makes him perfect for defense (sacrifice elemental to avoid deadly attacks)
- New artifact - Lucky Clover. You will find it in Archers Guild dungeon or in Survival
- New achievement - gained by reaching maximum level of a new hero
- Xp bonus you gain from achievements in Survival is now increased from 5 to 7

- Balance improvements:
- "Catacombs" dungeon - Earth Elemental encounter is removed (difficulty reduced)
- "Elementals" cave - Snake monsters removed (slightly difficulty reduced)
- Lord Teranis - Black Curse effect is reduced from 2 to 1 turn (makes final battle easier)

- You may get xp reduced if you have more than 6000 xp.
- Other minor fixes
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#46 Templar

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Posted 28 October 2012 - 11:45 AM

1.702 released
What's new:
Bug fixes:
- Bug that prevent new players to finish first dungeon the first time (you had to exit, and play it again) - sorry for that (I only wonder why no one reported this bug...)
- Game crashes when Ninja or Shinobi have no targets to attack - (all heroes are already dead)
- Some descriptions fixed
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#47 Ptolemy

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Posted 01 November 2012 - 11:19 PM

Hello!

I don't tend to post very often, but I thought I'd pop in real quick to tell you I'm really enjoying this game.
I really enjoy trying to decide how best to spend/roll dice.
I find the hardest encounters to be the ones with many targets > 1hp.
The chance that i'll hit two chain lightnings before the 8000000 bats kill my party seems to be very low. Specially considering the Wizards low health.

All in all though it's pretty fun.

Good Job!

~P
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#48 Templar

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Posted 04 November 2012 - 12:03 AM

Hello!

I don't tend to post very often, but I thought I'd pop in real quick to tell you I'm really enjoying this game.
I really enjoy trying to decide how best to spend/roll dice.
I find the hardest encounters to be the ones with many targets > 1hp.
The chance that i'll hit two chain lightnings before the 8000000 bats kill my party seems to be very low. Specially considering the Wizards low health.

All in all though it's pretty fun.

Good Job!

~P

Thanks for a comment. Glad you are enjoying it.
It's strange that you mentioned bats, because there are only 3 giant bat encounters in a whole game and there are pretty easy. (Cave2 - first encounter with scorpions; Dragon's Lair - third encounter with Giant; Pursuit - first encounter).
My guess is that you are talking about Emperor Scorpions encounter (or similar), because those things need two chain lightning to kill, and they are pretty annoying.
If you will stuck somewhere and find some encounters (or even whole dungeon) is way too hard, just report here and I will make some changes, or give you valuable hints.
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#49 Templar

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Posted 10 March 2013 - 11:19 PM

1.75 released
What's new:
- "Complete" message - when you complete all dungeons.
- Xp bonus you gain from achievements in Survival is now increased from 10 to 12 (per achievement)
- Xp for killing any boss/mini boss increased
- fixed issues with very small resolutions - game wouldn't fit in some mini netbooks with very small resolutions. It will resize itself when you run in one of those.
- some other minor changes



How to find secret hidden dungeon:
1
Spoiler

2
Spoiler

3
Spoiler

4
Spoiler

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#50 Tsn

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Posted 14 March 2013 - 09:52 AM

When do you have acesss to the survival mode? It would be much better if it was unlocked at start.
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