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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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my biggest issue with this is that i cannot use WASD to move. I'm right handed and have never seen a keyboard with the arrows non the left side. for this a 1 i give.
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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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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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To complement the randomness of this game, clearly the correct solution is to have your character take a random walk.
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DUDE.Increase the frequency of the health tonics!...Anyways,great game!5/5. The "random level set-up" reminds me of Pokemon Mystery Dungeon.The only suggestions are the frequency of health tonics and any trap you can't see should be seeable.It's just for a bit until your Detect is at a certain point,those traps stay REAL faded.
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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
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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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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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OOH! GODAMN YOU! Imagine I was playng this at 1:30am, when suddenly just hear a SCREAM (ouch) FUUUUU scared the shit out of me, but yet a great game :D
Equipment:
Head: Comfortable Goggles of Class (Disable +6, Detect +5)
Body: Reinforced Sarong (Dodge +2, Health +3)
Hands: Deft Gauntlets of Quality (Disable +6, Health +5)
Feet: Steel-toed Tennis Shoes (Dodge +5)
Inventory:
Patented Health Tonics: 6
Disposable Tools: 55
Gold Collected:
4245
Level Reached: 22
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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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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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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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Hehe. Short and sweet. Reminds me of Nethacks.
FINAL STATS:
Equipment:
Head: Comfortable Bifocals of Excelsior! (Disable +7, Detect +6)
Body: Loose Overalls of Class (Dodge +5, Health +5)
Hands: Thick Rubber Gloves of Class (Disable +5, Health +5)
Feet: Sensible Clogs of Distinction (Detect +7)
Inventory:
Patented Health Tonics: 2
Disposable Tools: 64
Gold Collected:
5169
Level Reached: 25
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Great game but there is a problem when it can be safer to blunder stupidly into a trap than to actually try to disable it. Dodge needs to be less effective but apply to disarm attempts too. Or, failed disarm attempts could consume the tool but not disarm nor hurt you.
Also, there needs to be a way to turn around without waking (unless that was intentional; since certain traps cannot be disarmed safely due to this).
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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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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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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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lol, they should have something in the high score about traps gone through, because after I got dodge +14 going for me, I feel like a daredevil, traps haven't touched me since
Only got away with about 4k gold :(
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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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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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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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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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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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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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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....