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Comett

Feb. 13, 2018

Under rating threshold (show) If you switch tab to another Unity game while it's the enemy's turn, the game seems to bug. You can click around but you can't attack ("Enemy's turn" but he doesn't attack), can't leave the area, can only reload the tab.

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(1)

busodeLcueo

Feb. 13, 2018

Under rating threshold (show) "bow of cat's grace"'s name isn't coded properly

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(1)

busodeLcueo

Feb. 12, 2018

Under rating threshold (show) to all those who complain about pay wall or rng: I'm currently at 13 green dragons, never bought the 2 extra classes, and I die about once every 10-15 runs: you just gotta figure out what to do.

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(2)

nyxtemplari

Feb. 09, 2018

Under rating threshold (show) Im level 20 and still getting mostly +1 stuff from the villagers. I know its starting gear, and not supposed to be brilliant, but considering the sheer number of monsters Ive slaughtered for this village, Id expect to see at least a solid +3 base. Or we could just stop pretending that my fame level has any effect on what the villagers provide.

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(1)

Suicaedere

Feb. 09, 2018

Under rating threshold (show) Paywalls don't make friends. Would be a nice game if it weren't for an immediate paywall after the tutorial though.

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(0)

RogueSword

Feb. 09, 2018

Under rating threshold (show) Calling all Dungeoneers: We're planning some big changes and are seeking feedback. Please let us know what you think here: https://www.surveymonkey.com/r/dungeoneers_changes

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(1)

calarooni

Feb. 08, 2018

Under rating threshold (show) Hold on, there. Elf and dwarf are unlocked after my first playthrough... but only if I pay for them? I think not, mate. Try offering that information up front.

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(0)

busodeLcueo

Feb. 06, 2018

Under rating threshold (show) you can quench fires by creating new ones and canceling, probably not intended

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(2)

Developer response from RogueSword

That's a great bug! No, not intended. Good catch, and thanks for letting us know.

CDelli

Feb. 05, 2018

Under rating threshold (show) Small visual glitch. If you pick up gear, before you spin the wheel, you can drag the symbol and it will show you the +X of the weapon/shield you will get

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(0)

Developer response from RogueSword

Thanks. It's a bit tricky to fix, so we haven't prioritized. But it will get fixed some day. Until then, feel free to sneak a peek.

Balbanes

Feb. 04, 2018

Under rating threshold (show) One thing I haven't seen mentioned yet (although, I haven't looked through too many comments), is that, just in my opinion, the Elf and Dwarf should be free after defeating the first dragon, and paying Kreds should make either: 1-Two or more other races should be available, with actions/abilities/stats superior to the other three, or 2-Unlock a whole slough of gear and Heroes unavailable for free, and maybe new areas, which could be available as part of the free game after doing certain things later and harder, but all right away if paid Kreds for.

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(10)

Dedwynde

Feb. 03, 2018

Under rating threshold (show) Good start, needs work. Already aside from things already addressed by others that I see, NPC dialogue sometimes pops up and disappears in a blink without any dialogue showing and plug-in for play screen is much bigger than viewable area requiring constant scrolling on the browser screen.

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(0)

Developer response from RogueSword

What browser are you using?

bogan_69

Feb. 01, 2018

Under rating threshold (show) Nice game, needs a bit more depth, but is still Beta, so great work. One issue i always have is if i swap out of my browser (firefox) window, the game freezes on return, almost every time.

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(0)

abeltramo

Feb. 01, 2018

Under rating threshold (show) At level 21, the most common result should be a couple +1's and a +2. The system is set up so that you usually get very basic equipment, but every so often you'll get something really good. I admit that the equation is on the stingy side. We'll be changing that. But here's the current rule: As you go up in fame level, the villagers will put more effort into searching for equipment. The base weapon bonus is +1, with a chance of an increase equal to 10% plus your fame level. Example: If you have a fame level of 5, there is a 15% chance that a weapon's bonus of +1 will be increased to +2. If it is, there will be another 15% chance it will then be increased to +3. And so on, up until +9.

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(1)

hofdiddy

Jan. 30, 2018

Under rating threshold (show) needs full screen. not even got to try to play it without this option!

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(0)

cortesej2

Jan. 29, 2018

Under rating threshold (show) 95% chance 5% skill, needs balancing to say the least

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(1)

Stromwin

Jan. 29, 2018

Under rating threshold (show) I just made a grab for a shield in the first white dragon room and it sent me back to character select screen. I'm still at level 4 but what gives?

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(0)

Bananamama

Jan. 29, 2018

Under rating threshold (show) very good base for a game but needs polishing. runs are very repetitive, items have a single stat - the number, you loose all upon completion, there is no character/equipment development. Needs different maps, inventory, more stats on items, some influence on the character, perhaps some permanent items

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(3)

busodeLcueo

Jan. 29, 2018

Under rating threshold (show) i'm currently at level 21, villagers kept improving chance at each levelup, but it's still just +1/+1/+1 most of the time; is it the desired behaviour?

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(2)

Sharkhunter

Jan. 28, 2018

Under rating threshold (show) amazing game so far. needs a skill tree. also needs the ability to carry an item over per reset, say 1 per 10 levels.

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(1)

RavehDaveh

Jan. 27, 2018

Under rating threshold (show) Found a bug: 1. You can remove fire by casting it again, then cancelling. Also I love the offensive skip, please implement a defensive skip too! Why should I roll when they've hit a 2 and I have 12 shield?

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(0)

CuriousShyRabbit

Jan. 26, 2018

Under rating threshold (show) when I am in a dungeon, click the map icon in lower right, then click "back to the dungeon" I get a 404 web page not found error. refreshing the web page allows me to continue

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(0)

Nefedion

Jan. 26, 2018

Under rating threshold (show) 95% chance to hit... misses 8 times in a row and forced to flee. That's fun.

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(2)

Sir_Valimont

Jan. 25, 2018

Under rating threshold (show) A really fun little game. I would strongly urge that you try to develop your new content to stretch the player strategy as far as possible. Right now everything is simple dierolls and that gets old pretty quickly. There are many ways you can improve on this, without over-the-top development effort, if you design your new content cleverly. Just a couple quick examples: Have terrain that when you stand on it gives you a vantage point for either bow or sword; Have the ability to find special items (Flaming Sword) which x2 life damage to certain creature types (still has a bonus and you have an option to switch when finding a replacement); have a scroll that re-hides you from enemies. etc. Happy to have a chat about game design options if you find that helpful. Cheers!

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(24)

Developer response from RogueSword

Agreed. High ground tiles is something we've always thought about doing. It's not on the short list yet, but I expect to get to it at some point. A scroll to put you back into stealth mode IS on the short list, so you can expect that fairly soon.

Kwil

Jan. 24, 2018

Under rating threshold (show) When specters are introduced, at one point the woman says that they've been "unleased" Presumably she means unleashed, and not that they stopped renting them.. although given the sense of humor elsewhere in the game, it is a remote possibility.

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(2)

EugeniusMagnus

Jan. 24, 2018

Under rating threshold (show) too bad the game is more about the RNG than planning or strategy

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(-2)

Kwil

Jan. 24, 2018

Under rating threshold (show) Decent strategic game. But the limit on the + of equipment limits the difficulty of the monsters you can provide, plus the number of chests you can offer before a run through becomes unbalanced. If you remove the + limit on items (every wheel has an arrow that can lead to the next wheel) you can dynamically generate monsters for a level based on character power upon entry. Once you have that, it's easy to set up an "endless" dynamically generated cavern system to let you prepare to face the dragons, which can then be brutal. It also gives you the possibility for monetization.. for a small amount you can add an extra arrow to a wheel before you spin. As a separate suggestion, have you considered adding an element of Sokoban to the rooms? Having some large stones you could push (and only push, not pull) might make for some interesting tactics, and give reason to expand the rooms somewhat (thus allowing for more monsters and treasure)

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(1)

Developer response from RogueSword

Thanks for the suggestions, Kwil. Pushing a boulder around is a cool idea. I want to be careful about the game being too puzzle-like (I'm afraid the slimes may have gone too far in that direction). But an occasional boulder to move around might be fun.

busodeLcueo

Jan. 23, 2018

Under rating threshold (show) you need to rename haste "fail twice"

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(0)

HsssH

Jan. 22, 2018

Under rating threshold (show) I like the game so far, but whats the end plan here? One time purchase for elf/dwarf looks interesting for us who don't want to get too invested into CCG type games, but are you planing on adding more premium content? If so, of what type?

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(2)

Developer response from RogueSword

We're trying to figure it out. Maybe premium regions? Or more heroes? Or pay to remove a character level cap? Or maybe a small entry fee for tourneys or to provision for a campaign? We're open to advice!

Rageburst

Jan. 21, 2018

Under rating threshold (show) after leaving zone while fighting purple worm and reentering from the other side(2nd entrance was not next to worm's pit) found my self in empty room - all scrolls were looted, item from rack was equiped w/o animation.

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(0)

Boa_ink

Jan. 19, 2018

Under rating threshold (show) how about some kind of notification of maintenance. not very pleasing to be mid fight with dragons and then maintenance out of no where

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(2)

Developer response from RogueSword

When we do a release, you do get kicked out of the room but can resume your game a few seconds later. Your progress is saved every time you clear a room, open a chest, or slay a dragon - so you may go backwards just a little bit. We plan a system which will save more often, but that's what we've got now. Nor do we have a good way to warn you of the impending release. You're right that we should, though!

mnj888

Jan. 19, 2018

Under rating threshold (show) Minor balance issue, if a mage far, far away enlarges itself many times, its unbeatable.

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(-1)

Developer response from RogueSword

Part of the game design is that you don't want to leave those casters alone for too long. Another part is that you shouldn't fight everything. :)

arigold16

Jan. 19, 2018

Under rating threshold (show) Rolling a 10 on defense should trigger our counterattack as if we had used the Guard skill

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(1)

Developer response from RogueSword

Yeah. But we're working on some changes to the character system which will make that issue go away.

arigold16

Jan. 19, 2018

Under rating threshold (show) We should get XP for killing monsters through indirect means. i.e. if I light a fire that kills a fire bug, that should give me XP.

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(1)

Developer response from RogueSword

Yes, you should. I'll bug it.

Goontra

Jan. 19, 2018

Under rating threshold (show) Nice game, definitely worth expanding on. The runs do get a bit repetative. The chance that a run succeeds is highly dependant on the rolls luck get on the looted equipement. If you can't find a decent bow, your run is basically a fail, because there are many monsters you don't want to melee (ghouls, exploding monsters etc...) A scroll with a magic attack would also be nice :)

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(11)

Developer response from RogueSword

Yeah, no bow makes it very challenging and changes the strategy. We do plan to add an offensive scroll, so that should help when lacking a decent bow.

arigold16

Jan. 19, 2018

Under rating threshold (show) Minor complaint: when I attack, if I roll an unblockable number, you skip the monster's dice roll. That's a nice efficient feature. Why doesn't the same thing happen if I roll something where its impossible for me to hit? If their defense is +5 and my attack is +1, I definitely won't hit if I roll a 2.

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(0)

Developer response from RogueSword

Agreed. It's on the list.

arigold16

Jan. 19, 2018

Under rating threshold (show) I think this is a great start to a game. Really, really enjoyable. One thing that would help is for more permanent benefits between runs. Something like achievements with rewards attached (kill 30 ghouls gives +1 shield vs ghouls) or persistent equipment (jewelry that gives small boosts and not dropped). As it is, each run feels a bit too much like starting over and I think you lose some replay fun.

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(1)

composer

Jan. 19, 2018

Under rating threshold (show) Interesting concept, I like the nostalgia factor. The one thing I'd improve right away is the dialogue as you 'level up'. There is no way of manually advancing it, or seeing what was said prior. There is also no indication of if they are done talking. Just my 2 cents after my 1st run through.

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(0)

Amleida

Jan. 18, 2018

Under rating threshold (show) A suggestion for when equipment can't be upgraded anymore is to add a perk to them to the equipment instead, like a small chance for double hit or something.

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(54)

Developer response from RogueSword

A lot of players support this suggestion. A couple reasons why we are hesitant to do it: 1) It seems artificial that what you find is based on what you already have. 2) If you find a good weapon early, you already have a big advantage. This is somewhat balanced by the fact that it is now harder to upgrade your weapon. If we always give some sort of upgrade, then too much of the game will be about finding good weapons early in the game.

battlepope2

Jan. 18, 2018

Under rating threshold (show) Maybe allow items to be found? 1 item per floor is ridiculous. Make a floor of 2 atleast.

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(0)

Amleida

Jan. 18, 2018

Under rating threshold (show) The most frustrating part of this game is that, when the RNG decides to hardly spawn any equipment racks or chests in the entire dungeon, and the few ones you actually find roll a +1 or +2 that don't provide any improvement over your base equipment, it's just a big waste of time and not fun at all. I do like the game, but I've spent a frustrating amount of time intentionally getting myself killed because the RNG rendered any ambition pointless.

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(2)

ayala123

Jan. 18, 2018

Under rating threshold (show) this is the best type of rpg style dungeon crawler with a d and d dice role mechanic i never knew i needed in my life, the micro transaction was a bit off putting though, especially in a beta game

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(1)

SilverEyes_FR

Jan. 18, 2018

Under rating threshold (show) Avalus, and others that are having trouble loading the game, please note that this game has a 3rd party website that cookies up to sign you in. You therefore need to allow 3rd party cookies read/write in your browser. This is for example blocked by default on Chrome.

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(2)

KakkoiiBishounen

Jan. 18, 2018

Under rating threshold (show) "Wow. I managed to get some really great equipment in that last dungeon... WELP! Time to get rid of it all and go back to relying on the crap the townspeople give me the next time something threatens the town!"

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(139)

Developer response from RogueSword

This is our most common complaint. We’ve often thought about letting you keep your weapons after a victory. We haven't because: 1) The game balance of the next game would be pretty messed up if you enter the Caverns with +8 weapons. 2) It’d be demoralizing if you failed to win after starting with great gear, and then have to go back to the villager’s garbage. 3) When you defeat those 10 Red Dragons, no one will know if you did it the hard way, starting with the villager weapons, or the easy way, starting with the +8 weapons from the game before. 4) If you clear the dungeon and don't find great weapons, but you have enough scrolls and health to give the dragons a good fight, you might resign anyway because, even if you won, you'd be disappointed that you wouldn't be starting the next game with outstanding weapons. We want a victory to be a victory, without any qualifiers.

Tremir

Jan. 18, 2018

Under rating threshold (show) Counterattacks seem broken. I've seen a number of melee misses against my hero, and he never counters.

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(1)

Amleida

Jan. 17, 2018

Under rating threshold (show) I'm sure everyone else experiences this, but it definitely feels like the dice luck is stacked against me :P

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(0)

Jarty

Jan. 17, 2018

Under rating threshold (show) Worked fine for me... until I returned to town and got the same error as Atalan, great game otherwise!

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(1)

Atalan

Jan. 17, 2018

Under rating threshold (show) After dragon was killed --> "dungeoneers had a problem - Terribly sorry, old chap, but Dungeoneers had an error which could not be handled gracefully. Please return to the start page and try again."

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(1)

Atalan

Jan. 17, 2018

Under rating threshold (show) I opened the chest in the dragon's lair, and it sent me back to the start dungeon screen in town.

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(1)

Warlock_

Jan. 17, 2018

Under rating threshold (show) i get only a blank screen with the message: The change you wanted was rejected. Maybe you tried to change something you didn't have access to.

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(0)

Bananamama

Jan. 17, 2018

Under rating threshold (show) it was looking good for the first 2 minutes before it broke. I went to another tab during the fight. When I am back the fight is stuck on enemy's turn, I can do nothing because its not my turn.

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(1)

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