Endless Depths 2 RPG Daniel Nations Endless Depths 2 is a rogue-like role-playing game that holds true to classic features such a randomly generated dungeon… Free Buy Now Watch Media DetailsEndless Depths 2 is a rogue-like role-playing game that holds true to classic features such a randomly generated dungeon levels, a myriad of class/race combinations, a bunch of treasure to discover and a one-life-one-death difficulty level that can be quite addicting. In addition to what might be expected in a rogue-like RPG, Endless Depths 2 adds a level of persistence to the genre that allows for item farming, crafting, and even increased difficulty levels should a character make it to the end. Endless Depths 2 is a sequel to the popular Endless Depths and Endless Nights RPGs available in the app store. It uses the TitanFire RPG system, which focuses on building a strategic defensive combat system. This class-based game encourages a mixing and matching of classes, including special classes that can be unlocked as the character progresses. Endless Depths 2 Features: * Classic rogue-like game play and turn-based strategy * Farm gold and gems that carry over from one character to the next * Craft items from the gold you've acquired (even gold gained from previous characters) * Start with 4 basic classes (Warrior, Adventurer, Cleric, Mage) and discover over 20 new classes as you progress * Start as 6 basic races (Human, Elf, Dwarf, Gnome, Halfling, Half-Ogre) each with their own unique ability * The game starts over with increased difficulty should you defeat Mephistopheles Endless Depths 2 is similar to RPG classics like Rogue, Angband and Diablo with a level of challenge similar to Dark Souls. You can find online help for the game at http://www.nations-software.info/endless-depths-help or by clicking "Online Help" from within the game. ***All new to the Endless series*** See the nuts and bolts as the status will display your dice roll and any bonuses compared to your enemy's dice roll and bonuses. Note: Most tilesets used are from public domain or free-to-use tilesets, including tiles from the RLTiles collection and from Reiner Prokein. Some of the sounds used come from www.freesfx.co.uk, including sounds by qudobup. Information Seller:Daniel Nations Genre:Adventure, Role Playing Release:Jan 11, 2015 Updated:Dec 19, 2015 Version:1.06 Size:28.1 MB TouchArcade Rating:Unrated User Rating: (6) Your Rating:unrated Compatibility:HD Universal PeteOzzy Well-Known Member Oct 30, 2013 4,596 3 0 Norwich, England #2 PeteOzzy, Jan 10, 2015 What an awesome surprise! Diving right in havlen Well-Known Member Jan 2, 2014 57 7 8 #3 havlen, Jan 13, 2015 I'll look forward to hearing your thoughts on it, Pete. I've tried to open it up a bit more, so you can see your "dice roll" (so to speak) and get a better idea of how your weapon, skills, buffs, etc., are having on your combat rolls. The online help (a button on the main menu) also tells you the class combinations to unlock other classes and you can get a basic skill list for each class, so you can plan a bit better. Honestly, I like the idea of keeping that stuff hidden, which is what I did with Endless Nights, because it leads to trying different things to see if it will unlock anything. But if I went that direction, how many people would discover the Necromancer class and get to enjoy killing some tough creature and raising it up as a zombie? mcamp Well-Known Member Dec 17, 2010 61 2 8 #4 mcamp, Jan 15, 2015 I would be interested in this game, except that it has the same terrible interface as its predecessors. I'm sorry, but the interface is a complete deal breaker for me. ramzarules Well-Known Member Sep 13, 2014 2,112 128 63 Greece #5 ramzarules, Jan 15, 2015 is there attack animations in this or is it like endless depths 1? auver Active Member Mar 18, 2013 37 2 8 #6 auver, Jan 15, 2015 Is there a way to learn skills for a specific class? In every levels up, I can only learn lv1skills. Is this a bug? BillyOceansBlues Well-Known Member Mar 1, 2013 188 7 18 #7 BillyOceansBlues, Jan 15, 2015 Last edited: Jan 15, 2015 I don't recall the last couple of games well enough to pinpoint the differences with this one, but it feels just like them. It's true, the interface is not pretty (nobody likes the slick iOS default alerts in an otherwise pixelated game) and the menus are all over the place and make zero sense sometimes. BUT all of the options are there, you just have to look in parts of the screen that you notmally wouldn't and try touching icons that do not clearly communicate what they are supposed to represent. If you can get past the visual and UX inadequacies, this is actually a solid old school roguelike that has more options and features than most of its contemporaries. Banner ads in the main menu and a pop-up ad at the start of each new adventure. Hey, gotta pay the bills! I would gladly throw the dev a couple of bucks to turn off ads. If you like roguelikes, then I recommend downloading this one and diving in! Dragan Well-Known Member Aug 21, 2014 365 7 18 Belgium #8 Dragan, Jan 15, 2015 Sadly this version suffers from the same bad programming as the earlier titles. The dungeons and lands are randomly created but when you return from the 3th floor to the second it may very well be that the dungeon on that lvl. Is completely different which puts a to heavy burden on the strategy in a roguelike that is not easy by any means. Lots of love in the concept but big time faillure in the execution. And yes its free, but that is no excuse. Ironbuddha Active Member Aug 23, 2011 27 0 0 #9 Ironbuddha, Jan 16, 2015 Can't take the ad I can handle the primitive graphics and controls. But I can't handle the Game of War video ad every time I play the game. Already deleted. gmattergames Well-Known Member Mar 1, 2013 607 42 28 #10 gmattergames, Jan 16, 2015 Last edited: Jan 16, 2015 Graphics aren't just bad because they're poorly designed, but also because the images are not consistently scaled, leaving a variety of dot-pitches among images used, some scaled with antialiasing, some not. Some images are drawn in full isometric perspective, some half-iso, some full ortho; the inconsistencies leaving it all feeling that much more unpolished. A few bugs observed in the first session; a memorable one is when you craft a bow, the game will name it "short sword". And yes, the adds are excessive, perhaps it's the fact that the first full screen ad pops up when you make your first move, makes it just feel excessive. May come back if dev cleans it up, for now, delete. walmartpolice Well-Known Member May 12, 2012 162 0 0 #11 walmartpolice, Jan 16, 2015 Sorry all the F2P naysayers are cramping your style. Ads annoying yes but beneath that, game is a marked improvement over endless nights. Looking forward to playing. Dragan Well-Known Member Aug 21, 2014 365 7 18 Belgium #12 Dragan, Jan 16, 2015 I don't see much improving if exactly the same programming mistakes are repeated. Like i said before, concept of love, failed execution. If the game would run as intented, i would be happy to pay 5 for it without ads. Free doesn't mean the freedom to deliver a frustrating game and an overload of ads to ruin the experience completely. havlen Well-Known Member Jan 2, 2014 57 7 8 #13 havlen, Jan 17, 2015 The full screen ad only shows up when you create an error or when you resume an adventure. It shouldn't show up if you just switch to another app and then switch back, though I can't guarantee that behavior holds up on all versions of Android. There is a lot of inconsistency in how Android is implemented from one device to the next. However, I did note a bug that had the timeout for the ad on Android devices set at 7 seconds when it should have been set at 3 seconds. I changed that on Google's side, so hopefully anyone running across a long wait time should see it resolved. As for the graphics, they are all from public domain sets. I'm not an artist. I really wish the game made enough money to hire an artist, but it doesn't. But one reason I decided to go the ad-supported route this time instead of charging a buck was so that people that didn't like the game wouldn't fill ripped off at paying a dollar for it. 8) I went with a more classic roguelike design in this version. Rogue and Moria redrew the dungeon each time you entered it. You didn't even get plopped down by stairs. You had to find the stairs up or down each time you went into a new dungeon level. I didn't go that far, though sometimes taking the stairs down they'll end up barricaded. The bonus in this design is that you can repeat a level of the dungeon if you want before moving deeper into it. Good if you think you need an extra level first. chespace Well-Known Member Aug 20, 2009 392 0 0 #14 chespace, Jan 17, 2015 Don't undercut yourself. I would have paid more than a dollar to own this game. Now, it feels like a chore just to load it up due to the ad gates. At the end of the day, I know it must be tough to be an indie dev and I appreciate your dedication to your craft. Thanks. ScotDamn Well-Known Member Patreon Silver Jul 8, 2013 1,990 0 36 Wireless Sales Happy Daddy https://twitter.com/ScotDamn #15 ScotDamn, Jan 17, 2015 Really enjoying this game. I don't understand the haters, this is a great roguelike and a marked improvement from the first. Womble Well-Known Member Sep 21, 2013 180 0 0 #16 Womble, Jan 17, 2015 Any way to choose male/female? walmartpolice Well-Known Member May 12, 2012 162 0 0 #17 walmartpolice, Jan 17, 2015 I feel the hate man. Yerti1 Well-Known Member Patreon Silver Aug 8, 2012 301 0 16 #18 Yerti1, Jan 17, 2015 I really like this game, the bugs or implementations of some things I do not like. Problems: When leveling, selecting your skill is a hassle and the only way I've found to actually select it is to help thought the skill and tap a monster. Intentional or not I would suggest a level up screen. Upon level up, a screen pops up with selectable skills and an accept button. This should be accessible through a menu in case someone manages to get outside the level up screen won't a skill selected OR you could just add it to the menu. When looting items from the ground they open their own screen. Good idea, bad menu interface. The button on the left doesn't lead you to think it will be destroyed. I've clicked it a couple of times before realizing I was destroying items I wanted to keep. Changing it to a red X for cancel AND leaving the item in the ground after would help alleviate this problem. The stepping sound, it's annoying. I get your character is the only sound in the game (needs music, which I understand costs money) but the same sound for every step needs to be modified. Even a setup of 2-3 step sounds that are sequenced would be better. The ad playback. Slightly change when it appears. Either directly before or after character creation, not after you get to start moving, it throws the game balance off. Make it so buildings in town are better understood to be entered. These are all constructive thoughts to help,make your game better. It really is a good game with tons of depth. Fix these minor problems and I think you could be top dog in the growing rogue gaming market. CalinR Well-Known Member Jan 16, 2013 384 0 0 Criminal Defense Attorney U.S. #19 CalinR, Jan 17, 2015 Last edited: Jan 17, 2015 Havlen, omg, this game's amazing. Are you kidding me? The app store's full of rogue-liters and crap like that which don't even come close to the d&d feel your game has. I'd recommend using a pay wall system where you can level up your char to Lvl 5 or something like that and then have to pay to unlock the rest. Talk to the guy who did "Siralim" and see how his game did with that marketing strategy. I'm an older gamer, so to me this is pure gold. I wish I could get rid of the ads with some kind of payment though, because while they're not intrusive, they do ruin the atmosphere. I really hope you implement a demo system with a pay wall after a few levels just so you get something for your work. That way, no one can feel ripped off if they don't like it. Just like back when demos were a thing. Also, thanks for the dice rolls and actually changing the sprite when you equip items. I can't wait to see what the prestige classes are. Seriously though, thank you for making this. PS: the guy above me's right though, leveling up is unintuitive as all hell... Dragan Well-Known Member Aug 21, 2014 365 7 18 Belgium #20 Dragan, Jan 17, 2015 Where in the world do i express hate if i make it very clear that i'm willing to pay 5 bucks for a more polished and less advertised experience??? Soft doctors make stinking wounds is a Belgian proverb. (You must log in or sign up to post here.) 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I'll look forward to hearing your thoughts on it, Pete. I've tried to open it up a bit more, so you can see your "dice roll" (so to speak) and get a better idea of how your weapon, skills, buffs, etc., are having on your combat rolls. The online help (a button on the main menu) also tells you the class combinations to unlock other classes and you can get a basic skill list for each class, so you can plan a bit better. Honestly, I like the idea of keeping that stuff hidden, which is what I did with Endless Nights, because it leads to trying different things to see if it will unlock anything. But if I went that direction, how many people would discover the Necromancer class and get to enjoy killing some tough creature and raising it up as a zombie?
I would be interested in this game, except that it has the same terrible interface as its predecessors. I'm sorry, but the interface is a complete deal breaker for me.
Is there a way to learn skills for a specific class? In every levels up, I can only learn lv1skills. Is this a bug?
I don't recall the last couple of games well enough to pinpoint the differences with this one, but it feels just like them. It's true, the interface is not pretty (nobody likes the slick iOS default alerts in an otherwise pixelated game) and the menus are all over the place and make zero sense sometimes. BUT all of the options are there, you just have to look in parts of the screen that you notmally wouldn't and try touching icons that do not clearly communicate what they are supposed to represent. If you can get past the visual and UX inadequacies, this is actually a solid old school roguelike that has more options and features than most of its contemporaries. Banner ads in the main menu and a pop-up ad at the start of each new adventure. Hey, gotta pay the bills! I would gladly throw the dev a couple of bucks to turn off ads. If you like roguelikes, then I recommend downloading this one and diving in!
Sadly this version suffers from the same bad programming as the earlier titles. The dungeons and lands are randomly created but when you return from the 3th floor to the second it may very well be that the dungeon on that lvl. Is completely different which puts a to heavy burden on the strategy in a roguelike that is not easy by any means. Lots of love in the concept but big time faillure in the execution. And yes its free, but that is no excuse.
Can't take the ad I can handle the primitive graphics and controls. But I can't handle the Game of War video ad every time I play the game. Already deleted.
Graphics aren't just bad because they're poorly designed, but also because the images are not consistently scaled, leaving a variety of dot-pitches among images used, some scaled with antialiasing, some not. Some images are drawn in full isometric perspective, some half-iso, some full ortho; the inconsistencies leaving it all feeling that much more unpolished. A few bugs observed in the first session; a memorable one is when you craft a bow, the game will name it "short sword". And yes, the adds are excessive, perhaps it's the fact that the first full screen ad pops up when you make your first move, makes it just feel excessive. May come back if dev cleans it up, for now, delete.
Sorry all the F2P naysayers are cramping your style. Ads annoying yes but beneath that, game is a marked improvement over endless nights. Looking forward to playing.
I don't see much improving if exactly the same programming mistakes are repeated. Like i said before, concept of love, failed execution. If the game would run as intented, i would be happy to pay 5 for it without ads. Free doesn't mean the freedom to deliver a frustrating game and an overload of ads to ruin the experience completely.
The full screen ad only shows up when you create an error or when you resume an adventure. It shouldn't show up if you just switch to another app and then switch back, though I can't guarantee that behavior holds up on all versions of Android. There is a lot of inconsistency in how Android is implemented from one device to the next. However, I did note a bug that had the timeout for the ad on Android devices set at 7 seconds when it should have been set at 3 seconds. I changed that on Google's side, so hopefully anyone running across a long wait time should see it resolved. As for the graphics, they are all from public domain sets. I'm not an artist. I really wish the game made enough money to hire an artist, but it doesn't. But one reason I decided to go the ad-supported route this time instead of charging a buck was so that people that didn't like the game wouldn't fill ripped off at paying a dollar for it. 8) I went with a more classic roguelike design in this version. Rogue and Moria redrew the dungeon each time you entered it. You didn't even get plopped down by stairs. You had to find the stairs up or down each time you went into a new dungeon level. I didn't go that far, though sometimes taking the stairs down they'll end up barricaded. The bonus in this design is that you can repeat a level of the dungeon if you want before moving deeper into it. Good if you think you need an extra level first.
Don't undercut yourself. I would have paid more than a dollar to own this game. Now, it feels like a chore just to load it up due to the ad gates. At the end of the day, I know it must be tough to be an indie dev and I appreciate your dedication to your craft. Thanks.
Really enjoying this game. I don't understand the haters, this is a great roguelike and a marked improvement from the first.
I really like this game, the bugs or implementations of some things I do not like. Problems: When leveling, selecting your skill is a hassle and the only way I've found to actually select it is to help thought the skill and tap a monster. Intentional or not I would suggest a level up screen. Upon level up, a screen pops up with selectable skills and an accept button. This should be accessible through a menu in case someone manages to get outside the level up screen won't a skill selected OR you could just add it to the menu. When looting items from the ground they open their own screen. Good idea, bad menu interface. The button on the left doesn't lead you to think it will be destroyed. I've clicked it a couple of times before realizing I was destroying items I wanted to keep. Changing it to a red X for cancel AND leaving the item in the ground after would help alleviate this problem. The stepping sound, it's annoying. I get your character is the only sound in the game (needs music, which I understand costs money) but the same sound for every step needs to be modified. Even a setup of 2-3 step sounds that are sequenced would be better. The ad playback. Slightly change when it appears. Either directly before or after character creation, not after you get to start moving, it throws the game balance off. Make it so buildings in town are better understood to be entered. These are all constructive thoughts to help,make your game better. It really is a good game with tons of depth. Fix these minor problems and I think you could be top dog in the growing rogue gaming market.
Havlen, omg, this game's amazing. Are you kidding me? The app store's full of rogue-liters and crap like that which don't even come close to the d&d feel your game has. I'd recommend using a pay wall system where you can level up your char to Lvl 5 or something like that and then have to pay to unlock the rest. Talk to the guy who did "Siralim" and see how his game did with that marketing strategy. I'm an older gamer, so to me this is pure gold. I wish I could get rid of the ads with some kind of payment though, because while they're not intrusive, they do ruin the atmosphere. I really hope you implement a demo system with a pay wall after a few levels just so you get something for your work. That way, no one can feel ripped off if they don't like it. Just like back when demos were a thing. Also, thanks for the dice rolls and actually changing the sprite when you equip items. I can't wait to see what the prestige classes are. Seriously though, thank you for making this. PS: the guy above me's right though, leveling up is unintuitive as all hell...
Where in the world do i express hate if i make it very clear that i'm willing to pay 5 bucks for a more polished and less advertised experience??? Soft doctors make stinking wounds is a Belgian proverb.