Dungeon Sweet Dungeon by bonisol



Author & File Information


Submitted: 08/28/2008 | 04:37PM EST

File Info: Game | 446.1 KB | Add Game to Favorites

Current Score: 4.16 / 5.00

687 votes | 7,233 views

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Author Comments

This is my first submission. I have worked on this game quite a bit, please let me know what you think of it.

**********
EDIT7: Release 1.5 is uploaded. I fixed the trap upgrade bug and -hopefully- the hero freeze bug. Let me know if it actually works, because the hero freeze bug never occurred to me, so I had to figure out the problem just relying on other people reports...

...and this is all for now.
I'm working on some bug fixes, but I don't think I will add new features to this game again...
...because I'll be adding new features in Dungeon Sweet Dungeon 2, of course! ^__-
**********

You play as a Dungeon Master who wants to build the greatest dungeon of all the realm. With the help of your loyal slave, you can dig your own dungeon shaping it as you wish, fill it with monsters and traps, and hide the treasure. When you are ready, you can send your slave to town to find a hero willing to raid your dungeon, then watch him meet his doom... or escape with the treasure!
Beating hero after hero, you will gradually enlarge your dungeon, buy more powerful monsters, and increase your treasure.
Will you manage to draw the attention of the God of Light himself?
This game features 20 monsters, 8 traps, 8 hero classes... and a bit of humor ^__-
For an extra challenge try to complete the game shaping your dungeon in an artistic form, and, if you want, send me a screenshot of your best looking dungeon! ^__^

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Average Score: 7.6 / 10

Score: 1
flyingnun

"FUCK!"

date: October 23, 2009

IT FUCKING FROZE ON ME!IM O U T OUT!

PS:you get 1 star HAHA!

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Score: 5
Lamia-Domina

"Grindfest full of gamebreaking bugs."

date: October 23, 2009

I really wanted to like this game.

Your concept draws me in. It's a good one, one that ought to be hard to do wrong. You made me want very badly to see these higher dungeon fame levels, to see all the cool things they unlock. But now I'm never going to, because this game is too flawed to spend any more of my time on.

Firstly: Bugs. You've clearly been informed about the hero freeze bug. I also freeze any time I try to click on any creature during raid mode almost every time.

I've read your responses and you seem to have your mind solidly made up to answer any criticism by telling us everything is our fault for being bad at your game, but I'm gonna try anyway. The random chance to break traps. It sucks. Nobody likes it. A gameplay feature is not serving a purpose when nobody is having fun.

There's also no reason that I can see to make the dungeon anything but a single spiralling, narrow hallway. It would be nice to have some features other than single-tile traps and monsters, to have -something- give us a reason not to use such a bland and formulaic strategy. The fact that you state certain monsters are immobile also becomes irrelevant since this strategy is so immediately obvious and will make it impossible for any monster not to encounter a hero eventually.

4/10; I'm knocking off an extra point just for taking criticism like John Romero.

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Score: 10
esran

"for gods sake"

by: esran
date: July 11, 2009

i love this game. its addicting. but for gods sake fix the hero freeze bug already.

at the beggining everything works fine but around dungeon level 2 wenever i send out for a hero it kills the first 2 monsters then freezes. it never doesnt happen. please fix

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Score: 7
Ytaker

"I'm telling you. Item degredation is wrong."

by: Ytaker
date: April 5, 2009

I was playing. Having some fun. Building up my dungeon. When suddenly... this.

I absolutely despise the way traps break. I mean, I'm picturing myself as an evil overload, as your excellent dialogue suggests. Killing peasants, druids, and wizards. Then... crack. A trap is gone. Each one takes several levels to upgrade. So a lot of my effort was just wasted. Plus, my dungeon, the manifestation of evil, I have to deal with the fact that every single bit of it will be destroyed, and that my efforts mean nothing. I'll just have to spend another ten or twenty levels later scrounging money for a new trap.

That's not fun. It's really annoying, and rather boring, as it takes a while to get money. I have to deal with the fact that a rogue might be able to smash up half my dungeon without even breaking a sweat, forcing me to abandon traps. It completely ruins the game, and pisses me off. It doesn't even break balance that much. One level 2 trap is equivalent to two level one traps in terms of damage per second/cost, except the level two trap can be completely destroyed in a single hit, and can be disabled in a single hit, thus removing a lot of force.

This is because each level costs (say) 36, and each level adds 10 damage. So, each piece of gold buys 10/36 damage points, regardless of whether it's done via a long series of traps or a single trap.

So in sum, upgrading a tower reduces its value, because it increases the chance that an enemy will have no damage done to it. To give an example of how this works, suppose you can either put out three level one traps, or one level three trap. The level one traps do 75 damage, and the level three can do 225 damage.

An enemy goes through with a 25% chance of disabling a trap, and a 25% chance of breaking it, and 200 health. On average, both sets of traps will do 112.5 damage. However, 50% of the time, the level 3 trap will do no damage, and the monster may get through and destroy several of your creatures, possibly getting the treasure. With the three traps, there's only a .5*.5*.5 chance that all three of the traps will be disabled (1/8). There's a 3/8 chance that 75 damage will be done, and a 3/8 chance that 150 damage will be done, and a 1/8 chance 225 damage will be done, destroying it.

This manifests itself in the fact that if you just put out one powerful trap, occasionally it'll be disabled, and the enemy will break through, and occasionally it'll be destroyed, losing you a lot of money. With lots of traps, you'll normally do enough damage to prevent them from killing your beasts.

So, you adding a break mechanic has actually unbalanced the game, and also made it much harder for a person to immerse themselves in the game, and made it slower and less enjoyable.

For a sequel, I'd suggest you add images in places of blobs, the option of ranged units, and slow units, make it easier and faster to navigate the menus (maybe just have a selection of things you can buy on the right rather than complex menus, and a selection of what level of money you put out on the top.) I'd suggest you add more narrative as it goes on, banter between the evil guy and his slave.Maybe some crude storyline. Possibly have it so that the monsters are knocked out, and only get killed if the hero has two turns alone with the corpse.

Yeah. The game is really just too hard to micromanage at the moment. Or too boring. The units die, you have to do a fiddly selection to buy new ones, you can't sell traps (as far as I know) so you have to think ahead, your traps explode at random.

I hope you can improve it. It coule be awesome. The breaking of traps... that just really pisses me off though.

May 17, 2009

Author's Response:

You say that 3 level 1 traps are better than 1 level 3 trap, and this is correct. However, later in the game you will need to upgrade the level 1 traps into level 3 traps, and probably buy some more level 3 traps. You are not forced to choose between many low-level traps and few high-level traps. Gaining enough gold shouldn't be such a big problem if you find the right strategy... keep experimenting! :-)

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Score: 10
darknicholas

"good"

date: January 10, 2009

Really nice but hard

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