ID:115523
 
This game:
http://www.geardiary.com/wp-content/uploads/2011/04/ Desktop-Dungeons-1.png

Reason why I'm asking is because I'd like you to tell me what you enjoyed about the game or what you thought they left out or could have done better. I realized recently my game is going to have some similarities to it, but I want to avoid any mistakes Desktop Dungeons made or add something to my game that helped make DD great.

In other news, I recently made a feature request. In short, it's a request for a minor change to be made to the settings of output boxes to make it easier for text to appear to be printed onto the map.

http://www.byond.com/members/ BYONDHelp?command=view_tracker_issue&tracker_issue=3202

There may already be an easy way around this but I'm still in the process of regaining my DM knowledge so I may have forgotten how to do it.

And as for the project, the game will be a single and multiplayer dungeon game. I don't want to spoil all the surprises yet but screenshots and possibly video demonstrations will be available as the game nears completion.

With that, I'm off to bed. I'll respond to any comments in the morning. Thanks.
I've never seen that game before but it looks like a BLAST to play.
So yeah, I'd say I would most likely play it to death.
Yeah this game looks like lots of fun I might actually buy it lol.
I'd check it out but I would want it to be stupid simple and have all new experiences for me to enjoy.

I would also want to finish the game which I feel is an under valued design consideration. [EDIT] - I go off on a wild tangent here. Not really directed at anyone.

Do whatever it takes to make sure players can experience the full game on their terms.

Make sure their is a happy path to the end game. Let players decide how much they want to be challenged.

Examples:

- Skip buttons
- Solve for me buttons
- Choose your own Easy, Medium, Hard paths.
- Restore to full health button that translates into fewer end game or end puzzle bonuses.
- No errors when you spend more gold than you have. You effectively go quietly into debt via negative balance. Make sure resources are limited so they can't buy the whole world in one place. This lets them get what they want when they want without making it too obvious you are helping them along.

The main point here is to design with a primary goal in mind which is; "we promise to have a happy path through our game."
yeah and dont let your dungeon game die like what happened to drake dungeon
It looks neat, but I've never been big on roguelikes.