Universal Dungelot 2 (by Red Winter Software)

Discussion in 'iPhone and iPad Games' started by New England Gamer, Feb 12, 2014.

  1. Ausar

    Ausar Well-Known Member

    Jun 2, 2012
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    the only thing so far i think it should improve is the amount of gold you get, the harder the dungeon then the coins should give you a little more gold

    otherwise is just best to grind for gold in level one, also there is sometimes a Mosquitos in the first level of the dungeons with over 20 of attack while the rest of the monsters are in 4-8 of damage

    Also the middle stats of the pet dragon have no description
     
  2. simplemindead

    simplemindead Active Member

    Apr 26, 2013
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    Dungelot 1 made me a fan. Dungelot 2 made me wary and much less thrilled to check future Dungelot games.

    Perhaps my biggest issue with #2 is being able to continue. Both games are roguelikes and for #2 to do away with permanent death, some like me would consider that blasphemy. Not only that, this new feature is sponsored by way of IAP.

    I understand core gamers probably appreciate having the option to continue after dying, having the option to purchase gold; these both augment the difficulty for players finding the game hard. More hardcore players likely don't have an issue with the game's difficulty sans IAP.

    However I think the sheer amount of divergence from the first game and particularly the specifics that changed, is what some people are up in arms about. Simply put, too much focus was spent on monetizing the game and not enough focus spent on making #2 better than #1. For developers, revenue is the most direct measure of a game, but if you're too heavy-handed with monetization, you'll lose more than what could've been netted through a more balanced approach.

    I hope the game goes back to the drawing board for a third time and finally produces the sequel fans have been wanting for a while now.

    TL;DR: Dungelot 1 has better gameplay and pricing; Dungelot 2 too freemium. Remove continue feature as a whole.
     
  3. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
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    My screen size on the 5s which I don't remember it being like before.
     

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  4. smiley_u

    smiley_u Well-Known Member

    Oct 4, 2013
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    Can someone tell me what the pet dragon is supposed to be doing?
     
  5. Amenbrother

    Amenbrother Well-Known Member

    Jun 24, 2011
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    Dude the gems can be found in game just fine with no IAP.
     
  6. Amenbrother

    Amenbrother Well-Known Member

    Jun 24, 2011
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    He has a chance to hit an enemy when they become uncovered.
     
  7. vectorarchitekt

    vectorarchitekt Well-Known Member

    Dec 29, 2013
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    Pixeye, great game. Some have mentioned it but would it be possible to add one more row of tiles and then lower the stats and hero photo on the bottom to support the longer 5s and 5c screens? Just wondering how difficult that would be. Or, if that isn't possible, maybe lower the bottom stuff and design a top dungeon wall or something....
     
  8. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
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    Why haven't I found a dragon yet? Haven't played for too long but everyone seems to have one?
     
  9. gmattergames

    gmattergames Well-Known Member

    Mar 1, 2013
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    The reality is, the genius of your first game was that it effectively hit the challenge/reward balance so well. It was an addictive and rewarding experience. The game elements in Dungelot1 weren't just currencies to be managed, they were rewards, that with some skill, could be collectively utilized to enhance survivability, scratching the role playing itch just right.

    As long as Dungelot2's game elements generate more frustration than they do satisfaction, I'm not sure there's anything you can do to capture the "flow" achieved by the first Dungelot. My only incentive to purchase IAP, is to limit frustration, and that, in and of itself is frustrating, especially since I'm such a fan of the first game.
     
  10. simplemindead

    simplemindead Active Member

    Apr 26, 2013
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    I think more than just the balance, the gameplay was also better in #1. The original had proper classes that were well differentiated so players could enjoy various play styles. With #2, it's randomized—very freemium. There was also more option in #1, don't know why they reduced it to three classes.

    While graphic fidelity is much nicer in 2, the sprites are no longer animated, which makes it less lively and a bit duller.

    I liked having attack numbers in the first as well. Yes, it is easier and simpler now, but "easy" and "simple" aren't really essential or improvements with RPGs, roguelikes in particular.

    Forgot to mention in my last post but I should've noted that Dungelot 2 is not a bad game. It just didn't live up to my expectations and I think it could be so much better if a few more changes were made to further refine the game.

    My issue with the continue feature in Dungelot 2 is not solely that it's backed by Runes, which is an IAP. As I mentioned, my suggestion is to remove the feature as a whole. Roguelikes traditionally have perma-death, Dungelot 1 had perma-death; I don't think the change in Dungelot 2 is an improvement.
     
  11. Pixeye

    Pixeye Well-Known Member

    Sep 23, 2011
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    #1111 Pixeye, May 23, 2014
    Last edited: May 23, 2014
    By far I see that people want more rewards. I'll try to add sort of trophies. It's like achievements - something that you will find in dungeons and collect in trophy room. All trophies will give boosts so they won't be useless.



    Something that I may never understand. Lets pretend I'm really bad developer, but I don't push player to resurrect. And I believe many roguelikes have sort of resurrection as it DOESN'T ruin permadeath, it's only give you a chance to carry on little bit farther. If you find it unfair that just don't do it. That's all.

    All games based on some rules, it's ok if those rules are not the same as in many other games of genre. You either accept this, either not. Many link "frustrations" of the version with in apps, but the truth is that I just wanted to make game more difficult and challenging yet fast paced and easy to calculate ( thats why I removed attack points )

    I believe that if today I put first part free adding in-aps without changing anything else many will shout "heavy in apps, heavy in apps, I can't play anymore " as if they already put so much cash in it or efforts to overcome the game.

    As you may remember ( if you played dungelot 1 from very begining ) there were 3 heroes in first part when it released, new heroes were added later.

    Because I'm the only programmer and while failed with many thins trying to make happier everyone rewrote game many times, often in rush that cause more bugs. As some point you've get so frustrated that barely want to continue something. As you don't have time for everything you make decisions that are "less" evil. It's not your problem as player, but I gave you the reason : ) The best option for me from many points of view will be abandoning the project as "unpromising" and start to do something fresh and new, but I can't. Cause there are lot of people willing to play, and even some like this game.
     
  12. Pixel_Gamer

    Pixel_Gamer Well-Known Member

    Feb 6, 2013
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    I stumbled upon the dragon egg in my first run of the 2nd dungeon.
     
  13. simplemindead

    simplemindead Active Member

    Apr 26, 2013
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    First let me say that I appreciate developers that spend the time to properly and honestly reply to player feedback and concerns. Especially with the effort in this case, given the language barrier.

    Regarding my suggestion with removing the continue feature, that's just my opinion; if you don't want to change it, that's fine. Developers don't have to agree with it, other players don't have to agree with it, I'm okay with both of those.

    I like Dungelot. I posted my comments in part to express my disappointment, but also to provide feedback with the intention of improving the game. If my comments have been of no help to the dev, or the opposite, then I apologize as that was not my intent.

    I discovered Dungelot 1 fairly late and by then I think it already had the 5 classes. So I was not aware it also started with only 3 classes.
     
  14. Styrixa

    Styrixa Well-Known Member

    Feb 6, 2013
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    Having gotten the warrior and mercenary to lv 6 and Mage to level 3, I must say that they all play to similarly. I'd like to see them more different, like more extremely use their advantages and weaken their weaknesses. For example:

    Mage: Can use armor points to power spells. Once armor is gone (through casting or combat) then mana is used normally.

    Warrior: Can burn spell scrolls to gain armor. If health is at maximum, additional health gives armor.

    Mercenary: Currently, because of dodge mechanic, the post powerful class. Wouldn't change much.

    Overall changes: foremost, have more in game explanation of mechanics. I'd bet a lot of people are frustrated simply because they don't know how dodge, armor, accuracy, and resistance work. I've played a lot, like the game, and even I still really don't know how resistance works. Because of this, resistance feels useless. Without knowledge, people feel powerless, so give us knowledge.

    Secondarily: Offer more leveling options. Right now health/armor/mana is too simple a choice, and health is too much the vest choice. Add skill choices, or other stat choices like accuracy, dodge, durability, etc..

    Great game, I'm looking forward to updates. I'm on the third dungeon but it is starting to feel too repetitive.
     
  15. sweetdiss

    sweetdiss Well-Known Member

    Jun 15, 2009
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    Still loving this.

    Any chance you could add cloud syncing someday?
     
  16. SPM21Bucky

    SPM21Bucky Well-Known Member

    Apr 13, 2013
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    #1116 SPM21Bucky, May 23, 2014
    Last edited: May 23, 2014
    If you plan on changing the magic system, my thought would be to let the warrior use the available spells on the board, as it is now. The mercenary could possibly carry two spells, like in the older version of the game, not sure if she can still automatically see traps and treasures in this version, but that could be the bonus to playing as her. Maybe you could do something like take armor away from the mage while boosting mana, while also allowing the mage to carry all spells found in the dungeon, in essence having a spell book of all the spells found in a run. Or, allowing him to have something like six spells available at a time. Just kind of a thought on something that might make the classes feel a bit more different from each other. I think finding artifacts and having a trophy room is a great idea. I don't even care if they all have bonuses, maybe some do and some don't, kind of like some hats have bonus effects in Super Stickman Golf 2, while others don't really do much. I would also like to see the items found in a run changed a little bit. I don't care if all the items you collect have to be used on the next run, but I don't like that I have to take duplicate items with me. I have seen my inventory showing that I have 2 of an item (such as an accuracy potion), go on a run, check my character after the run, and find that I took both of my accuracy potions with me. I'd rather have a stash and use one of them on this run, and still have my second one available for my next run. I really enjoy the game, just a couple of thoughts that might help to improve the experience for others based on the posts that I've read. Keep up the great work, I really think this version of the second game is by far better than the first version released earlier this year.
    Also, I found the egg for my pet on my first run the 2nd dungeon, as well.
     
  17. laszlo_kovacs

    laszlo_kovacs Well-Known Member

    Sep 26, 2012
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    Well, I've finished the game, due to there being a HUGE problem with the Mage. I took him at Level 1 after unlock immediately to the 3rd dungeon and ended up having to avoid picking up health so I could finally die (on Floor 78!)

    For some reason, about 90% of the Mage enemies across all the dungeons never scale up. For example, at floor 50, I killed 3 bat/skeleton enemies with 2 or 3 damage apiece, 1 pirate guy with 36 health, and the BOSS with the master key had 13 (!) strength.

    This is compounded by the ridiculous leveling of the higher level healing gear. The red potion jar made each heart heal me for around +40 health. On top of that, I had the money bonus for unused spells, which allows you to use 1 spell at no cost, and unused spells give you $25 apiece, so you're getting +$50-75 per floor. On top of that, buying health from the tavern raises your max health, so I had 650 hp. Nearly impossible to die without trying to.

    I'm bummed about this one. I'm obviously a fan so I feel bad for the dev, and was very impressed by the original reaction and all the effort made to communicate on this board. It won't deter me from playing/buying his future games (who can really complain about $4, especially when someone has already established himself with a solid product with the original game, then put in countless hours of extra work to try to get this one right), but this one I think just has to be chalked up as a mistake to learn from. Before I got the mage, I was enjoying it very much, so there's still fun to be had with the game.
     
  18. Pixeye

    Pixeye Well-Known Member

    Sep 23, 2011
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    I'll check that bug with mage! tnx
     
  19. Unstablefan

    Unstablefan Well-Known Member
    Patreon Bronze

    Feb 22, 2013
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    Now that you mention it, I noticed that with the Mage too. I thought it was just that my various items and abilities were weakening the monsters a lot but in hindsight it was probably the same bug.

    Another bug I've found, this one affecting playability, on some later levels in dungeons some tiles start to become unclickable. I cleared a bunch of boards anyway, but finally I got to a level where the opening tile wouldn't open, locking the entire board. Restarting the app seemed to fix this and I was able to properly resume on the same level with the same gold, items, and stats.
     
  20. IMHO

    IMHO Member

    Feb 14, 2014
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    @PIXEYE

    please note that have been supporting you thie whole way - dont take what i say as harsh - this game has huge potential/ I hvae bought ham and a rune pack as support (in version 1.0) and a gold pack in this version.

    BUG - dont know if this has been said already but - When I sheep a creature, if i have already destroyed what ever debuff he drops - he drops anotherone then become a sheep.THIS IS ANNOYING lol - please fix. it makes sheep useless.

    Also - I CLOUD SYNC ... we talked about this in version 1.0 - this is a game changer and i wish it was mandatory for all games. Cross device means nothing if all my save data is only on another device

    There are pros and cons to this version for sure but i appreciate all the effort. However i feel like its just a bit TOO shallow at this point. I liked permenent items and even upgrading them. "You threw the baby away with the bath water" on that one. We were all bummed out about the durability BS and the fact that runes were need to upgrade - ie. paywall nonsense - but the items were cool. Also random dragon is lame. He himself is cool and well done graphically however the game is TOO random now. I cant pick up spells and tactically plan how i want to play - i cant pick certain weapons and tactically plan how i want to play - perhaps the dragon could be on a cd and be sent out to attack a momnster similar to the way spells worked before? or maybe bring back spells and items?

    seriously this game needs a bit more meat or it will just get boring fast
     

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