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This person is going into a highly dangerous underground tomb with... loafers, a sundress, a night cap, and tweezers. Does anyone else see a problem with this?
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Interesting concept. I like that the levels are random; it should make my next playthrough a lot different. I really hope it'll be different - I lucked out very early on and got some "Worn-In Cleats of Science!" that increased my Dodge skill to the point where it was actually safer to step on a trap than to disarm it. There are downsides to randomly generated content....
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Pretty fun for a simple game. I would have liked to have seen more traps types as the levels progressed. Also, a correlation between levels and loot quality would be a huge incentive booster. Fun Fact: at Dodge +16, you can run around willy-nilly and never get hurt! :D
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It has the potential to be a good game except for a few things. Things are too random. Half the times what kills the player isn't what they have done but traps they can do nothing to avoid. The lack of ability to use gold pretty much ruins the urge to do anything but find the switch since over half the chests have gold and the large ones are as often filled with junk as treasures. The lack of control over how the players character develops is another factor in this verdict. The characters build is almost entirely based on luck. There is no difficulty increase as the game goes on and the treasures don't advance either.
In summary the game has too much random and not enough control to even tell whether you died due to you or just bad luck.
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You found "Akward Tweezers (no bonus)" Would you like to replace your "Rubber Gloves of Science (+6 Health, +6 Disable)"? Uhh...
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i dont see the point in having tools when you can get hurt anyway. i found it safer to just run through the spike-traps rather than disabling them.
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I think the real problem with balancing the stats is that you don't get a Dodge roll if you disarm, and disarming should be significantly better than dodging because it consumes a resource. I would A) let you make a Dodge roll if you fail a Disarm roll, B) make Dodge rolls in general harder, C) make Disarm rolls in general easier, and maybe D) make a failed Disarm roll not consume a tool. Health has almost zero use — every now and then a fire trap will push you into another fire trap, and theoretically you could run out of tonics, but that's it. +1 Health on an item is basically worth 1 HP of healing, once. So Health needs to be given a use. Regenning proportional to max HP would work, but would spoil the feel. Maybe a small chest will occasionally complete-heal you? Then +1 Health is worth 1 HP of healing now, and again every time you find a complete-heal.
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Ugh, an okay game, but geeze, you have GOT to be able to turn on the spot, and there are so many annoying death traps I've been in where I take three damage because the firetraps face towards the door.
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And done. Fun, overall, but I agree with other players that it is TOO random in ways.
Final stats:
Equipment:
Head: Comfortable Monocle of Excelsior! (Disable +7, Detect +5)
Body: Loose Overalls of Class (Dodge +5, Health +5)
Hands: Thick Work Gloves (Health +3)
Feet: Thin-soled Tennis Shoes of Excelsior! (Dodge +6, Detect +6)
Inventory:
Patented Health Tonics: 4
Disposable Tools: 40
Gold Collected:
5752
Level Reached: 25
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The point of having the tools was using them rather than running through the spike traps in the event that your disarm skill was better than your dodge.
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On the last level, i was expecting some REALLY good loot, but i ended up finding the awkward gardening gloves of fail(Disable -1)
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Not a bad game. I really bested the place until I kept taking Dodge for granted and walked right onto an unseen series of traps. Somehow lucked out into a +8 dodge early on and then swapped it out for a +5 Dodge +5 Detect item.
FINAL STATS:
Equipment:
Head: Nothing.
Body: Clumsy Apron Dress of Class (Dodge +2, Health +4)
Hands: Deft Gardening Gloves of Science! (Disable +8)
Feet: Thin-soled Boots of Quality (Dodge +5, Detect +5)
Inventory:
Patented Health Tonics: 3
Disposable Tools: 46
Gold Collected: 3812
Level Reached: 20
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now i've finished the game.
i enjoyed it, but as i said: tools are useless. i had high disable and detect stats, but i still got hurt more disabling traps than running through them.
also, money doesnt do anything. why? and there is no increase of challenge, other than the map getting larger.
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My problem with the randomness is the items are so often crud. It should instead use a system like ProgressQuest, where a level budget is spent on random modifiers. Like, I just won with this as my final gear:
Head: Lightweight Goggles (Disable +2, Detect +2)
Body: Loose Sundress Of Quality (Dodge +6)
Hands: Flimsy Gauntlets Of Distinction (Health +4)
Feet: Steel-Toed Boots Of Excelsior! (Dodge +9)
Even if the stats were balanced, the head and hands items are a total of +4, compared to +6 and +9. Since Dodge > Detect > Health > Disable, those +4 items are crud. I never got a good head item or hands item. I spent most of the game with my best items being a Shift (Dodge +2) and shoes with I think Dodge +2, Detect +2, but the twenties were good to me.
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This game is seriously creepy, but I actually kinda enjoy it. Has that Pokemon Mystery Dungeon gimmick implemented. You know, randomly generated floors. Anyways, I'm actually listening to Youtuber Markiplier's videos of his SCP Containment Breach playthrough. It adds to this game's atmosphere.
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Any focker thinking "I didn't use a walkthrough and that's obviously a huge thing!" is forgetting: This game has randomly generated floors.
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i think you need to be able to use that hard-earned gold to get useful things, such as tonics, since there seems to be an inability to find them
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Floor 25, 1/8 hp left, one tool, 0 tonic, and I'm standing before the only trap between me and victory. *fumble tool* *gas* *dead* >.<
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Gets old quickly, and the inability to turn on the spot adds an unnecessary difficulty. I do like the idea of faint traps, i.e. you *could* see them with a lower detect, but only if you look really hard.
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Well, I think it could be awesome to have a sequel of it, with improved gameplay, more types of traps, etc... For example, I think dodge chance should affect disabling traps: it is weird when you have less chance to be hurt when running into trap rather then trying to disable it (I mean if your Dodge is higher than Disable)
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To complement the randomness of this game, clearly the correct solution is to have your character take a random walk.
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Has this guy never heard of reusable tools. Also It's annoying when you simply do not get a chance to disable the traps. Over all a good game 4/5
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The problem with skipping the little treasure chests, and just going for the lever and the one big, armour-containing chest on each level, is that you wind up not getting tools or tonics out of the little chests that are skipped... which leaves you far more likely not to make it to the end of the game without dying. Unless you have absolutely miserable luck at finding items with enough detect and/or dodge buffs, you'll do far better to open every chest. Sure, some might have only a handful of gold, but it won't cost you more than maybe a minor wound to get to the vast majority of those little chests. A -1 to health in exchange for a +3 health tonic is a great deal.
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The third time's the charm! I made it to level 25 on my third run through the dungeon. Turning down the Patent Leather Cleats of Fail (Detect -1) was a tough choice... ;)
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Strangely addicting game. Like others have commented before some of the good loot can make it completely safe to step on traps.
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the thing about having equipment randomly generated is that you can get something decent early on, and then never find anything better. so you just end up wasting health looking for the chest on each floor.
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wow. i jumped away from spikes,got hit by fire, and dodged more spikes in 1 go. here is what happened: i stepped on a tile with spikes and a fire thing with the nozzle pointing my way. the "log" said i avoided the spikes, but got hit by fire and was sent backwards, but sideways to me. then when i got moved, i got onto another spike thing, and dodged that. how THAT for lucky? i also only had 4 health and 1 tonic.
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Meh, a good game, i geuss, but... There's nothing to so with gold, and it's safer to walk into traps than yo dis-arm them...
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It was annoying that I could see the traps just fine, but trying to disable them meant that I was going to lose some health, regardless of Dodge +8