Dream Quest Peter M Whalen Play cards! Kill monsters! Level Up! Dream Quest is a roguelike deckbuilding game inspired by the likes of Ascension,… TouchArcade Rating: $2.99 Buy Now Watch Media DetailsPlay cards! Kill monsters! Level Up! Dream Quest is a roguelike deckbuilding game inspired by the likes of Ascension, Magic: the Gathering, and Shandalar. Explore randomly generated levels as one of 13 classes in short, 30 minute, sessions. One floor might find your wizard in the crypt, another your warrior underwater, and a third, your assassin stalking a volcanic wasteland. As you progress, your characters earn achievements, each making your future runs a little easier or more interesting. Combat is a card game. Your abilities are a deck of cards that you develop as you gain power. For example, a thief starts with a handful of Slice cards and a Backstab, but can learn defensive moves like Dodge or powerful finishing moves like Coup de Grace. Carefully choosing which cards to add to your deck is the heart of the game: wise choices will find you slicing through monsters while poor ones will leave you tripping over your own two feet. Features: •14 different classes, with wildly different play styles •Over 300 cards, ranging from the defensive Kick and Armor to the devastating Meteor and Curse of Doom •More than 70 monsters carefully catalogued in the Bestiary as you encounter them •Infinite replayability – easily 50 hours to see the majority of the content •No In App Purchases – the price of the game is the price of the game. Everything is unlocked only by playing. Reviews of Version 1.0 have been fantastic! Examples include: "Don't be fooled by its simplistic stick-figure art – Dream Quest brings together roguelike dungeon-crawling and deckbuilding to create a truly unique challenge" -IGN "This game is really one of a kind. The mix between rogue-like and cards is really well done...Kudos to the dev for such an innovative and challenging game" -Mike32, TouchArcade "If you can get past the simplistic graphics, you're looking at a very interesting, strategic game. I've already lost a few hours to it - the kind of hours where you wonder where the time went. Outstanding game!" -Citronaut Information Seller:Peter M Whalen Genre:Card, Role Playing Release:May 15, 2014 Updated:Aug 20, 2017 Version:1.12 Size:154.6 MB TouchArcade Rating: User Rating: (56) Your Rating:unrated Compatibility:HD Universal PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #2 PeteOzzy, May 14, 2014 I imagine it will be too rough round the edges for many but citing Magic, Shandalar and Ascension as influences means I can't ignore it! Got my eye on it as it is simply for being a roguelike Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #3 Ayjona, May 14, 2014 Well, doesn't this seem... kinda brilliant (the presentational values notwithstanding)? I really, really like the idea of roguelike + card combat + deck building as character progression. Hope the game takes off, so that the developer can return with a graphically fleshed out version, a PC port, etc. paradsecar Well-Known Member Jun 27, 2012 104 0 0 #4 paradsecar, May 14, 2014 Now this certainly looks interesting. I'm actually really liking the straightforward 'kid stick figure' art on the cards. It adds almost a little humor into the genre. One question: I saw the bit about 30 minute sessions. Is there a 'save and quit anytime' option or do you have to play an entire session to save your progress? LordGek Well-Known Member Staff Member Patreon Silver Patreon Gold Patreon Bronze Feb 19, 2009 12,282 141 63 Software QA Engineer Saratoga, CA, USA #5 LordGek, May 14, 2014 Very interested! ste86uk Well-Known Member May 9, 2012 6,774 1,000 113 #6 ste86uk, May 14, 2014 I was interested reading until I seen the graphics now I'm not so sure. PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #7 PeteOzzy, May 14, 2014 I am definitely a believer in gameplay over graphics (as I know you are too from previous conversations) but I can respect how you feel. I'm starting to find them charming but it's both an acquired taste and a style you'll be confronted with for many hours of gameplay so it would be hard to ignore. I don't know why, but the more I look at the screenshots and description the more excited I get about it! The closest to roguelike deckbuilder I can think of is the aforementioned Magic the Gathering 1999 PC game; one I sunk years into as a teen. The dev clearly has similar game taste to me and enough confidence in the product to use such a divisive art style...I think this is my number one choice for the week! Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #8 Ayjona, May 14, 2014 Much like I wrote above, if many of us jump at this title, perhaps the dev can return with a visually updated version. I believe the idea is a brilliant and quite unique genre mashup, and would like to see an expanded version (perhaps even for other platforms). riChchestMat Well-Known Member Oct 11, 2010 210 0 0 London http://richchestmat.tumblr.com #9 riChchestMat, May 14, 2014 All this needs to succeed is a "my eleven year old child made this game!" tag line. LegendaryFerret Well-Known Member Dec 22, 2009 74 0 0 #10 LegendaryFerret, May 14, 2014 Last edited: May 14, 2014 Wow, I wasn't expecting this thread so quickly (or so many responses!) I'm the developer and I'd be happy to answer a couple of the questions I saw. First, for the art, it kind of is what it is. I know that's going to be a deal-breaker for a lot of people and I wish there'd been more I could do, but the game is mostly a one-man project and I honestly can't draw. I looked into hiring artists, but it's expensive (around $10,000 was the cheapest I could find) and, as a student, I can't afford it. If the game takes off, there's absolutely nothing I'd like better than to release a new version with completely revamped art and UI. That said, it kind of grows on you; my most common note from testers about it was "I thought I was going to hate the graphics going in, but now I actually kind of like them." I realize art and presentation are important and I can respect not wanting to waste money on something you won't like which is why the screenshots are pretty representative - I really don't want to mislead anyone. My hope is that the mechanics make up for it; of my testers, many played well over 30 hours and several were into the hundreds - I got an e-mail earlier this week from someone in France who'd sat down to play a run after dinner around 7 and was finally going to sleep 12 hours later (though mostly he just wanted to tell me about his awesome lightning Samurai deck). First and foremost, I designed the game as a thing for me to enjoy - it's my go-to airplane/time-wasting game - so there isn't any of the gating or repetition that come from having other motives (like, you know, profit or exposure). On to other questions: Saving? Yes! The game saves automatically after each combat and when you go down stairs. Also, you can save and exit from the menu any time out of combat (combats are 30 seconds or so, so there's not a lot lost even if there's an emergency and you have to stop in the middle). Did an 11-year old make it? No! But I think most 11-year olds draw better than I do, so the confusion's understandable. Thanks everyone for your interest! I'm really excited to have this out in the wild and I'm optimistic that if you like the types of games I mentioned you'll find something here to enjoy as well. Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #11 Ayjona, May 14, 2014 Above is one of the most sympathetic developer posts I have seen on any gaming community (and TA has quite a lot of very nice developers, indeed). Jorlen Well-Known Member Jan 7, 2009 1,094 2 38 IT Canada #12 Jorlen, May 14, 2014 Holy sht. You had me at roguelike deckbuilding. Ok, fine, you had me at roguelike, but the marriage of the two sounds delicious. Graphics? Graphics be damned! Instant purchase the moment I walk in the door. I'll post impressions later, if yall deserve it. paradsecar Well-Known Member Jun 27, 2012 104 0 0 #13 paradsecar, May 14, 2014 I thought the art was deliberate, almost tongue-in-cheek, given that most CCG's and other deck building games have some of the most elaborate art you can find. Nearly all of my favorite ios games have simple graphics, but this is an instabuy for me for a different reason: no Oryx sprites! Seriously, didn't think you could make a rouge-like without 'em these days! Chaos_u Well-Known Member Apr 2, 2014 586 0 16 God 1 mile away from your location #14 Chaos_u, May 14, 2014 aaaahhh... make me want to play this one. Too many games today, maybe tomorrow.. LordGek Well-Known Member Staff Member Patreon Silver Patreon Gold Patreon Bronze Feb 19, 2009 12,282 141 63 Software QA Engineer Saratoga, CA, USA #15 LordGek, May 14, 2014 So as any good roguelike is there anything like an end score for your run or permadeath? LegendaryFerret Well-Known Member Dec 22, 2009 74 0 0 #16 LegendaryFerret, May 14, 2014 Yes! You get a score at the end based on how far you made it and some other criteria that I don't want to spoil. These scores accumulate as points that you can spend either as an extra life in-run or to buy achievements. You earn achievements for doing various things - there are about 100 of them (101, I think) and they unlock content of various sorts (new classes, new cards, new abilities, and so on). You can get them either by doing something special (kill some Goblins, beat the game as a Priest, play 10 cards in a turn, etc) or by spending your score points. LordGek Well-Known Member Staff Member Patreon Silver Patreon Gold Patreon Bronze Feb 19, 2009 12,282 141 63 Software QA Engineer Saratoga, CA, USA #17 LordGek, May 15, 2014 While using combined scores as a currency sounds fun, it does still track my best runs as well? Orion7 New Member May 15, 2014 1 0 0 #18 Orion7, May 15, 2014 A developer to support I really appreciate the developer being so straightforward in the forums. I'm also a mobile developer and I have so many game ideas but haven't had the time from my regular jobby job to make them happen. So, I'm always really impressed when someone else gets a good game out there. Honestly the art had me on the fence about this game, but after reading the developer post I will be getting it tonight when it comes out for sure. Keep up the good work, man! LordGek Well-Known Member Staff Member Patreon Silver Patreon Gold Patreon Bronze Feb 19, 2009 12,282 141 63 Software QA Engineer Saratoga, CA, USA #19 LordGek, May 15, 2014 Oh, interesting, here is a PC demo of the game: https://www.dropbox.com/s/0unrb9y37ebji0a/DreamQuestDemoWin64.zip JP Falcon Active Member Sep 27, 2013 42 1 8 #20 JP Falcon, May 15, 2014 I do not care if I like the game or not..I simply need to support this developer! Though I think I need not worry about liking it.... (You must log in or sign up to post here.) Show Ignored Content Page 1 of 37 1 ← 2 3 4 5 6 → 37 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
I imagine it will be too rough round the edges for many but citing Magic, Shandalar and Ascension as influences means I can't ignore it! Got my eye on it as it is simply for being a roguelike
Well, doesn't this seem... kinda brilliant (the presentational values notwithstanding)? I really, really like the idea of roguelike + card combat + deck building as character progression. Hope the game takes off, so that the developer can return with a graphically fleshed out version, a PC port, etc.
Now this certainly looks interesting. I'm actually really liking the straightforward 'kid stick figure' art on the cards. It adds almost a little humor into the genre. One question: I saw the bit about 30 minute sessions. Is there a 'save and quit anytime' option or do you have to play an entire session to save your progress?
I am definitely a believer in gameplay over graphics (as I know you are too from previous conversations) but I can respect how you feel. I'm starting to find them charming but it's both an acquired taste and a style you'll be confronted with for many hours of gameplay so it would be hard to ignore. I don't know why, but the more I look at the screenshots and description the more excited I get about it! The closest to roguelike deckbuilder I can think of is the aforementioned Magic the Gathering 1999 PC game; one I sunk years into as a teen. The dev clearly has similar game taste to me and enough confidence in the product to use such a divisive art style...I think this is my number one choice for the week!
Much like I wrote above, if many of us jump at this title, perhaps the dev can return with a visually updated version. I believe the idea is a brilliant and quite unique genre mashup, and would like to see an expanded version (perhaps even for other platforms).
Wow, I wasn't expecting this thread so quickly (or so many responses!) I'm the developer and I'd be happy to answer a couple of the questions I saw. First, for the art, it kind of is what it is. I know that's going to be a deal-breaker for a lot of people and I wish there'd been more I could do, but the game is mostly a one-man project and I honestly can't draw. I looked into hiring artists, but it's expensive (around $10,000 was the cheapest I could find) and, as a student, I can't afford it. If the game takes off, there's absolutely nothing I'd like better than to release a new version with completely revamped art and UI. That said, it kind of grows on you; my most common note from testers about it was "I thought I was going to hate the graphics going in, but now I actually kind of like them." I realize art and presentation are important and I can respect not wanting to waste money on something you won't like which is why the screenshots are pretty representative - I really don't want to mislead anyone. My hope is that the mechanics make up for it; of my testers, many played well over 30 hours and several were into the hundreds - I got an e-mail earlier this week from someone in France who'd sat down to play a run after dinner around 7 and was finally going to sleep 12 hours later (though mostly he just wanted to tell me about his awesome lightning Samurai deck). First and foremost, I designed the game as a thing for me to enjoy - it's my go-to airplane/time-wasting game - so there isn't any of the gating or repetition that come from having other motives (like, you know, profit or exposure). On to other questions: Saving? Yes! The game saves automatically after each combat and when you go down stairs. Also, you can save and exit from the menu any time out of combat (combats are 30 seconds or so, so there's not a lot lost even if there's an emergency and you have to stop in the middle). Did an 11-year old make it? No! But I think most 11-year olds draw better than I do, so the confusion's understandable. Thanks everyone for your interest! I'm really excited to have this out in the wild and I'm optimistic that if you like the types of games I mentioned you'll find something here to enjoy as well.
Above is one of the most sympathetic developer posts I have seen on any gaming community (and TA has quite a lot of very nice developers, indeed).
Holy sht. You had me at roguelike deckbuilding. Ok, fine, you had me at roguelike, but the marriage of the two sounds delicious. Graphics? Graphics be damned! Instant purchase the moment I walk in the door. I'll post impressions later, if yall deserve it.
I thought the art was deliberate, almost tongue-in-cheek, given that most CCG's and other deck building games have some of the most elaborate art you can find. Nearly all of my favorite ios games have simple graphics, but this is an instabuy for me for a different reason: no Oryx sprites! Seriously, didn't think you could make a rouge-like without 'em these days!
Yes! You get a score at the end based on how far you made it and some other criteria that I don't want to spoil. These scores accumulate as points that you can spend either as an extra life in-run or to buy achievements. You earn achievements for doing various things - there are about 100 of them (101, I think) and they unlock content of various sorts (new classes, new cards, new abilities, and so on). You can get them either by doing something special (kill some Goblins, beat the game as a Priest, play 10 cards in a turn, etc) or by spending your score points.
A developer to support I really appreciate the developer being so straightforward in the forums. I'm also a mobile developer and I have so many game ideas but haven't had the time from my regular jobby job to make them happen. So, I'm always really impressed when someone else gets a good game out there. Honestly the art had me on the fence about this game, but after reading the developer post I will be getting it tonight when it comes out for sure. Keep up the good work, man!
Oh, interesting, here is a PC demo of the game: https://www.dropbox.com/s/0unrb9y37ebji0a/DreamQuestDemoWin64.zip
I do not care if I like the game or not..I simply need to support this developer! Though I think I need not worry about liking it....