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Reviews for "Dungeon Sweet Dungeon"

bug?

this game is fun but i found a bug, the game sort of froze while in raid mode. it's a fun game but it looks like it needs more polishing

bonisol responds:

Really?
Never happened during my tests. I'll work on it...

Your first game? Awesome!

Wow I have to say this is a pretty decent game. It's challenging and has a whole new kind of gameplay.
But there are two things that will HAVE to be improved:

1. All the text. It's fine if you make the characters talk a bit, but it gets pretty annoying if you constantly have to click the text away every time you buy a monster or trap.

2. Faster gameplay. I've been sitting in front of this game for nearly an hour now and the strongest hero I encountered was a soldier lvl 5!
Completing this game takes way too long, and one of the reasons why this is are the fights between the hero and your creatures. They should be over much faster.
A fight with a soldier lvl 5 against 20 creatures takes about 5 minutes! That's way too long.

So - It's pretty good for your first game, but if you make a new version of it, try to improve the things mentioned above

bonisol responds:

Thanks for the feedback. ^__^
I'll work on these issues. I'll probably add a "game settings" control panel and add some interactivity during the raids...

Good Concept, but not a great game

Monsters that never show up during attack mode and not being able to remove traps and creatures really take some of the fun out of it.
It really pisses me off to lose my treasure because a skeleton mysteriously disappeared.
Also, it'd be nice if you could buy higher level monsters the same way you can traps.

man

this is frigen hard

I'm telling you. Item degredation is wrong.

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.

bonisol responds:

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! :-)