Pixeye I recently saw a beta video on youtube of an early Dungelot 2 build you had out first half of 2013, where the characters had skill trees - any reason why that idea was scrapped? Also think you'll be using that card battle style you had in the beta in another game, since it didn't make it to Dungelot 2?
just too many bugs especially the merc's skill - elusive( evasion skill). when start exploration the evasion become 100% dodge make most of dungeons beatable. And then some elite monsters cant be clicked and time for food resupply always got error make this game so frustrating!! I really enjoy the game but those glitch and bugs very annoying. I am gonna stop playing until get fixed.
So I heard that the dev took the game down and is going to re-release it in a supposedly superior form. I hope they take out the iap or at least tone it down. If they do take out the iap it would be nice to get some sort of reimbursement for the golden ham I bought. Though I would still be ultimately happier if the cut down the iap a bit.
As far as i can see the existence of iap had nothing to do with taking the game down and i dont think they will be changed much. Problem was bugs that made games freeze and people lose their runes. Tbh i dont think the iap are a problem in this game. The golden ham purchase is what most people go for, and those 3-4euros if i remember correctly arent too much to ask for his game (given that the bugs get fixed).
this game is great but riddled with so many bugs I have to stop playing it do to this reason however after hearing the game is going to be fixed and re release I respect the dev for that so I will keep this on the device and try again when patched.
I really hope that we don't lose our progress when it gets re-released. That would definetly put a serious hamper on my enjoyment of this game.
I have the patience of Job and will happily wait for this soufflé to properly cook in the oven. The few minutes I played were *awesome*, and I am quite sure the final product will be a fantastic game. The Dev stumbled a bit and released without a thorough beta test, not sure why the posts with vitriolic frothing are necessary. A lot of games with a thousand times the budget have been released with embarrassing glitches.
A pale, insignificant, IAP laden, glitched unpolished digital turd. Dungelot in name only when compared to the stellar original. Deleted from my system in disgust. It's like it was made by a different person!
I enjoyed the first Dungelot, although I wouldn't go so far to call it a perfect game. Still, I found myself returning to it again and again, and I looked forward to news of the sequel with great interest. First off I am really shocked that this game was released with so many bugs. These aren't necessarily bugs that require digging; most are evident across any average play through. It makes me wonder how much QA was done at all. And the fact that it was pulled from the App Store so quickly is a confirmation of how little testing was apparently done. I also think there's some severe balancing issues that should have been addressed through testing. Having said that, I applaud the dev's presence on this forum, and their willingness to acknowledge these issues directly to the user base. In my opinion, games may be one of the hardest software development types because the customer base can be so unforgiving. This is why I can't understand folks whose knee-jerk reaction is "this is the worst game ever!" So here's hoping that the next update will start to address these issues.
I feel bad for Pixeye at how people have been in here, he had taken the game down to work on it because he wants it to be better and make everyone happy. You should be happy that he cares and stop complaining as most devs probably wouldn't care enough to do that.
Hey relax man its just a game. Not like it affects you personally or your family lol its a good game and will only get better with updates. Give the dev a break geez.
Fair enough, I had no trouble paying for golden ham, I just found the whole rune system a little intrusive. It should at least give the option (especially after you buy the golden ham) to skip the revive screen.
This. And for the record, I've not encountered a single bug, I understood all the systems and mechanics with ease and I really don't have a single problem with the game. A good roguelike is supposed to constantly kick you in the teeth, keep you barely alive or sometimes be totally unfair. That's the nature of a difficult, random game. I've had plays where I've stocked up on 600 gold and multiple artifacts with ease and others where I'm dead in the second level. That's how it is supposed to be. Pixeye, I, for one, think you've made an excellent game.
Another guy here only one post under his belt. I am going to "half-praise" the game, so I want to mention I have nothing to do with the developer. As a Dungelot fan, I quickly grabbed the latest installment eager to delve into the dungeon's depths. And over the weekend - after purchasing the Golden Ham (unlimited play) I sunk a couple of hours into this game. What's good? It stroke me with a good impression: nice map, good production values; I absolutely love the art, the icons, the sounds and all the visual effects; kudos to their FX artists. I was a bit confused with the UI, but now I'd say it's simple and useful. Game structure: - there are four dungeons available at this moment with more "IN DEVELOPMENT"; I have a guess we'll get a new class as well, probably dark-themed - a vampire, necromancer, dark knight or something. Developer, hear me - each dungeon has three bosses; first boss is around 10 floors deep, second one around 20 and third one around 30. There is a progress indicator at the top-right corner so you know how far you are from the boss; once you've beaten the first boss, it will not appear anymore; you will have to fight your way for 20 floors. You can speed this up with portals, but more on this later. - each boss drops loot when killed: a KEY and an ITEM; you need to kill all three bosses in a dungeon to get all three keys to unlock next dungeon and another class; once you have three dungeons unlocked, all classes are available for play. More on ITEMS later. - as you play, you find and collect resources; GOLD is used everywhere and is commonly found around; RUNES are kind of a premium resource, but it can be collected in-game at a fair rate; RUNES are used to guarantee an upgrade (it has a chance to succeed), to activate a portal to start next game at that dungeon's floor, to revive hero on death or to permanently activate more skill or backpack slots. LEATHER is used to increase the size of backpack; STONE is used to repair and upgrade items or to craft armor at the "blacksmith event" inside the dungeon. STONE comes in various quality specific to dungeon difficulty (first dungeon drops basic stone, next dungeon drops advanced stone and so on); advanced stones are only used for high-level item upgrades. CONSUMABLES are randomly found during adventuring and can be used the next run; they become available in your backpack; you can initially take only one consumable with you, but you can upgrade your backpack to be able to activate more consumables in a run. - ITEMS are obtained from bosses; once obtained, they will appear in your blacksmith screen; they are not consumables, but they can break during adventuring into the dungeon; there are three categories of items: weapon, armor and shield; each boss from each dungeon will drop one of them - so after completing the first dungeon you will have one weapon, one armor and one shield; next dungeon's bosses will drop a new set of weapons, armors and shields with different properties; ITEMS can be upgraded to improve stats, I managed to reach level 5 on a weapon, I don't know if there is a ceiling. Tips and tricks - I use to do "farm runs" and "boss runs"; I do farm runs mindlessly, speed wise only to gather resources; when I get a portal close to boss, I make sure I have at least 4 RUNES available and ACTIVATE THE PORTAL; because NEXT RUN will start from that portal (close to boss), it will be a "boss run": I buff with survival consumables, upgrade health pool and weapon once for 75 + 150 gold, then go for the boss - quickly find the key, then advance further; revive if I die (first revive is 1 rune, next one is 2 runes, never used yet the second one yet ). - never spend RUNES on item upgrade until chance to succeed is fairly low; usually when it drops to 65%. Also, upgrade items to perform better. - use consumables wisely at start; at this point I have a large pool of them and can use them almost every run, but they are a bit scarce when you first play the game. - Escort event grants you gold, but drags you back on term of boss distance; take it everytime you get it. - Spending gold on dwarf mercenaries or armor events is a matter of context; use the mercenary to kill a target you don't want to attack directly; - Never underestimate ARMOR; each attack usually removes one point of armor; high damage will remove more points, but the damage is greatly reduced. This applies to you as well, so don't buff your attack if you hit enemy's armor. Tips for developer - give away some "consumable starting packs" the first time we kill a boss. Also, one rune and a 200 - 300g bounty per boss is gladly accepted. - Golden Ham makes you lucky; give +Luck to those who purchased it so we get a bit more resources over time. - look again into your number simulation; you may want to look into dungeon 3 and 4 difficulty curve; I may be subjective on this one; - look into RNG as it is too unpredictable: you may not get any spell for many floors, Carnivorous Plant may kill you with one of the early hits and it's very frustrating (this one should punish low damage). - make it clear that picking up a duplicate spell it actually reduces cooldown for the one in your inventory; also, make a system of "diminishing returns" (non-linear decreasing bonus) = first pick should greatly reduce cooldown with lesser effect on next ones. This would really strengthen the "interesting choice" as you become involved with your strategy. - spells should retain cooldown while on the ground as long as we haven't used a spell (so we can cycle them around safely without abusing the system). - fix the 100% evasion bug (Mercenary hero). - lower difficulty a bit for advanced dungeons or make the item upgrades slightly more effective. - translate all texts. - unleash the Dragon! - you can PM me if you want more details. It's a fair F2P And a little bit on a STAMINA issue; well, you got the game FOR FREE! If you appreciate it pay the premium price and then work out like in any other RPG to fight your way to the end. I upgraded my gear a bit, made some progress, got a second slot in my backpack (for consumables) and play the game as much as I want with that GOLDEN HAM purchase. Congrats on the fair freemium implementation and incredible good game. I look forward for the "real release" that will fix most annoying bugs.
Great above post by Codman. Especially his advice to the dev, I like the bonus items we could get from bosses and such.
Agreed. Except for the part where he talks about using the portals. In my experience the portal does absolutely nothing. And from reading this post it seems that is the case with everyone.
First of all, great post. A very insigtful introduction for those who were confused by the lack of a tutorial (which didnt bother me but i can see why some people dont like to find out things the "hard" way). Just wanna add this: As far as i have observed, higher damage does take more than 1 armor. I am not sure how much damage equals 1armor, but i have seen both me and enemies take 3+ armor in one hit. Still, your advice stands. Dont buff damage against enemy armor as you will still loose damage. I quite like the way the spell system works. If you pick up a duplicte spell, it improves your version of it by lowering its cooldown by 1. (mage with mana potion, improved fireball damage and some fireball pickups is quite a nice build.) i personally wouldnt wanna see this changed. Also dev should maybe look into the last weapon-cleaver thingy. 1starting attack with 0.2 damage gain per upgrade seems vastly useless. Special has too low a chance to outweigh the lack of damage...