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Reviews for "Enter the Dungeon"

It's a fun game, but after a while (floor 6 for me) you're just too overpowered that the game becomes a bit dull. i just fired my normal shot and it was almost as fast as a rapid fire (only because my rapid fire had 10x 20% chance of firing 5 extra arrows. 57 arrows at once isn't a good idea). Also had 6 power shots with items alone. Stopped playing because it became too easy. But for the rest, good job.

paulfromsmite responds:

Harder maps are planned.
Cupid's Bow is going to get a tad nerf.
Thanks for the review.

I see what you are trying to do, but I can really tell that this game is very early in the development stages. I made it to the 13-14th level and I maxed out my XP and ran out of upgrades.
Every room I enter it's the same enemy's and the same decor. Mix it up a little. Add new scenery or new enemy's. Give us different weapons, or new ways to use the same ones. A good rule of thumb is to change location every 10 levels. Start out in the castle, then move to the dungeon under the castle, then exit through the sewers, et cetera. If it's difficult to create / store new levels or scenery, you can also do something like Metroid, where there is a lot of backtracking.
I also noticed that the enemy's didn't get that much more difficult. As the player levels up, the enemy's should level up as well and be difficult to defeat. There also needs to be a clear Boss on every level, or at the end of a decade. There wasn't any "Bosses" that I could see from the 20+ levels I played. The closest I felt to a Boss was the over-sized jellies, and they were on like every other level. They are great as a Mini-Boss to gobble up some of your surplus resources, but it's not a full Boss-Battle.
Boss Battles are essential to a great game. A Boss is supposed to "test" the gamer and make sure they understand how to use their new upgrades they've been practicing with the past decade of levels before they move on to another upgrade.
Although a great dungeon game doesn't need a monomyth be be a great game, a few easter eggs or text logs can keep us going. Why are we here, How did we get here, Who is the enemy, Where is the end? Is there an end? Are we the bad guys? The more lore you have the longer people will play, and the more people will talk about it.
If your looking for a bit of inspiration on how to do dungeon games check out games like "The Enchanted Cave 2", "Dungeon Randomizer" or "Dino Melt". All of these games are available to play on NG. (I don't own any of these games, nor have I worked on/ coded any of them. I'm just a huge fan!)

TL:DR? More please :-)

paulfromsmite responds:

More talents are definitely going to be added, as you said the game is still in early development.
New scenery and enemies are added to the rooms but it's still a work in progress.
More maps/bosses are planned too. I could try to add some lore as well.
Thanks for the big reply.

Floor 40, got OP and bored AF.
The game is addictive, and has some nice, tho pretty basic concepts.
Here're a few tips on top of the ones mentioned by some other reviewers:
1.Make all skills dependant on your basic attack's stats, my making their stats a multiplicatives of the basic attacks. (Example: Say, Basic Attack deals X Damage, has Shot Speed of Y and Z Shot Delay, then Rapid Fire deals X*1 Damage, has Shot Speed of Y*5 and Z*0.5 of Shot Delay for it's whole duration)
2.Give all skills, including basic attacks, some floor-based/monster level based stat caps. Or cap the generation of certain items at certain floors/within certain monster level-range.
3. Make monsters increase their levels with each floor, making their stats, especially HP and damage, bigger.
4.Separate the items into types and make a limit to how much of different same-typed items a player can hold. Also give some items negative stats, on top of positive ones.
5.Make cap on additive stat-changing items, and make most of the said items into multiplicative.
6.Make scrolls only affect character's effects, while allowing the player to choose their own collor. Also add more scrolls.
7. Sometimes teleporting monsters and the chests tend to spawn in walls. Fix that.
8. Add some puzzle rooms. Take some inspiration from Gungeon and Isaac, if you have trouble with puzzle-making.
9. Add randomiser to chosen level-up traits. So level-upping can go infinite like the floors do.
10. Make at least 5 floor tilesets for all rooms, and some variations of said tilesets. And affix one music track to each type. And make some monsters, unique to said tilesets. Especially bosses.
11. Make more secret rooms, and make them more understandable ways to access them. I accidently accessed kings's crypt or something, took the crown, met the same room I used to access said secret room a few times, couldn't do that again. Also yah, make it harder to acess by accident, but leave some hints.
12. Make shops spawn on each floor and make money more valuable by either increasing prices/decreasing money spawn rate and ammounts of spawned or removing gold as currency all together and replacing it with current hp.
13. Make more different arrow types and make some of them combinable with each other, by either stats, effects or both.

paulfromsmite responds:

The chests and imps spawning in walls are fixed.
Nice ideas, thanks!

Fun while it lasted but the rate of difficulty per level is not great, as each level makes each mob do just one point of extra damage but the loot per floor makes you god like on level 4-8 depending on what loot you are getting. A few sets of armor reducing damage and a few robin hood notes later nothing is a challenge. I would say level 5 or 10 should be a big ass boss.

paulfromsmite responds:

Enemies hp scaling is going to be increased.
Harder maps are coming too.
Thanks!

IDK if you're still working on this, but in case you are, I ended up with a very lucky run that got me to Level 50 (guessing there's still only castle levels) and found out some... interesting things.

While it's much less common than it used to be, getting a chest ring when walking into a room can still spawn unobtainable chests in the wall or door. Sometimes I can get at them if I shoot them enough to knock them loose, but sometimes they're just the right place between rooms that they can't get knocked to one side or another.

As of now, Expertise is completely worthless as a talent. After you get it, after all, you stop getting new talents. Even generic do-very-little talents would do SOMETHING to justify its existence. As of now, Greed is the only helpful option.

I'm assuming you've got no caps either way on what powerups can do, which is fine for numbers and chance stuff, but for stuff like speed... things got weird.

First off, the projectile speed ended up getting so high that it got faster than the framerate, leaving me with something like a broken up laser where there's "safe zones" in the middle of the trajectory where the monsters can just stand still in and never get hit.
Second, the power-shot slowdown negators, after piling up enough, got me so far in the negatives that firing off a power shot more than doubles my speed.
Third, I notice that somewhere around 60 vials, passive regen just... broke. Health bar went from refilling fairly quickly to not moving at all.
Fourth, at a certain point walking became fairly hard to control (though not all that dangerous, considering the other powerups) and I noticed some wonkiness when moving between rooms. I'm fairly sure that, were I to collect enough footwear, I could clip right past room barriers without loading the transition, or even past walls where no rooms exist.

Anyway, this is a nice game. It's good for keeping my hands busy while my mind is occupied on other things, like listening to podcasts. I hope you keep adding to it!

paulfromsmite responds:

thanks i actually am working on new games now but thats cool you got that many items ahaha