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Last time (no promises) id like some indicator that shows the progress on getting people to know about your dungeon. What I think the problem is that people can go threw hero after hero and think there not getting any ware. After so many waves and still seeing “no one is aware of your dungeon” might get some frustrated.
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Sorry I forgot to add if not objects as bait let us use all place values like instead of 10 100 1000 put the one in too (1 10 100 1000)
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Like the game (insert Lv monsters) that seems unlikely so maybe adding abilities. Or maybe just more with different stats. Possibly equipping the stuff heroes leave behind One thing I see is that the heroes have stats but there not set. Like a hero having no resistance to one type suddenly being invincible and only one Lv higher. Id like to see actual treasure like instead of gold have objects and have traps placed on them like in the movies pick up thing set off explosion. I for one would like to see mazes and such more practical. Maybe casting some spell and a definite cost for digging it’s probably because I’m not good at math but I can’t see a definite pattern from digging one block to the next
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you should add a morale bar that slowly decreases as the charachters walk so that building a labrynth that is almost empty is worth it
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i think it is stpid how a lvl 8 thief will come when all i placed was 1gold..... but beyond that great game, but needs updates 4/5
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I could see maybe grinding this game out in order to save up for a complicated, maze-like dungeon where the hero runs around in circles. But I don't see the point. He deals with (or dies trying) everything he runs into. It's not like he might run over the same trap again and again. Ok, so I build frequent intersections, put a trap in the middle, and monsters all around so that the hero is hit from at least 3 sides at once. Is there anything else worth doing in this game? I'm not necessarily being sarcastic. I could be missing something. How about a system of triggers where you can build creative, integrated traps from smaller parts? Oh, and I don't know why you're so worried about being sued. You can't copyright general game formulas. Otherwise, there would only be one RTS, one RPG, etc. Just don't call it Flash Dungeon Keeper, don't use the same units, buildings or storyline.
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lol.. now I just dug some of the cave in hopes that the hero would move around to avoid whatever glitch it is, but then part of the ceiling collapsed and it costed 228 gold??? What the hell is that? Anyway, then... a monster hit him and the game froze.
Awesome concept, would-be awesome game, but the bugs DEFINITELY need fixed. There are soooo many bugs...
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this is a good game but,here is a to do list :save files, 2 or more hero would be great,ability to move trap, ability to SELL trap and monster,ability to pay money to upgrade monster,make more lvl,dont put the legendary boss at 2000 g but at something like 150 g for lvl 1, 300 g lvl 2(the gold amout are only example, i have no idea how much you want)the hero become stronger whit the lvl,I explained , its because it get kinda boringafter 20 min at doing the same thing to get the gold, and this game is to good to finished in one lvl, if you get budget you could use it to make new background every lvl, and new dialogue every lvl,this should keep our fun and raise the game popularity,if possible better graphic,and i will says some already say comment like : speed up button or maybe even a auto result,ability to revive dead monster and repair trap, i think thats morethan enough to make of that a good game
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fix the glichs. like when a hero kills a slime, game locks up, can't reuse some spaces for no reason, when i move a monster somtimes it wont let me set it down ever. fix these gliches and it will be a great game
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@razuh, what you want is a flash version of dungeon keeper, we'd love that, but we can't afford the sheer amount of copyright claims that would come of it, we are working on things like monster xp and more workable suggestions
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Traps should not break randomly and instead of placing monsters use habitats that spawn a monster for the next round. The bigger the habitat(1,2x2,3x3) the stronger the monster. Those endless fights with weak mob vs strong mob times 100 are boring and the fact that your dungeon gets trashed randomly makes any progression null and void. Also the game currently does not support a clever dungeon layout or any beauty to construction like dungeon keeper and other games like this have.
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I have really enjoyed playing this game. 4/5
I have to agree with the sentiment that there should be a way to level up your monsters. You can upgrade traps, but the monsters are always level 1. It gets pretty old having monsters that don't stand up to the heroes coming in... With a few tweaks, this game would easily be 5/5.
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Please update this game, it's very good, but just needs tweaking (look through comments, no point me restating everything. 4/5, will pos chnging to 5 if you update/tweak.
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why do monsters have levels if they cant be leveled up or healed, agreed on the lack of money, hard to get anywhere after awhile, needs upgrades for the player, ie maybe items to increase gold found, monster str, unit cost, what ever, the progression is hard with too few rewards, good consept and much can be done with it to make it awsome needs abit of work, id say take the oportunity to make it uniqe in some way, plus achievements that reward you could be a good add 3/5 but with work could easily be 5/5
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love the idea, ease of play, and variety. don't like the repetition as much and the grinding due to low cash flow. many comments already made I agree with (on how to change). still, great first effort.
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@RESN - first, learn to take feedback...seriously. You may get the 'in depth genius' of your game but it seems most of the players are missing it. We get the big hero kills lots of monsters part, but try this - compare starting at say level 100+ the best possible lineup of monsters available versus a straight trap lineup and see which one results in anything close to a positive cash flow (and which one is more playable too!), which supports multiple runs without having to totally restock/rebuild, etc... and you'll get the feedback you're being given. I get the monster after a trap, but the truth is another trap behind that trap is more effective in the long run
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apologies for the double post, but the ability to either sell traps or just destroy them to clear space would make upgrading to the better traps less time consuming just waiting for the heroes to randomly break the cheaper traps (and hoping that they do not break the better ones in the process.) Monsters you can generally move to a fairly suicidal position and let them go down fighting, but traps are tough to remove intentionally.
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Pro tip for people complaining about how weak monsters are: consider your placement. One hero against one monster will be a very one-sided battle indeed. Try to make situations where the hero will step on a trap and be surrounded by 3 monsters. As the hero triggers the trap, your monsters will also get a surprise hit in, then as the hero cuts down each monster one at a time, your other monsters keep hitting. Remember, you're an Overlord! use swarms of monsters! You hold no ties to pansy goody-goody single combat! (bonus points tip: monsters can't walk through traps. Use traps to keep your walking monsters in the right place for the ambush)
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Played for a couple hours. My damage output pretty much relied on traps, as I could never level my creatures up and they died, right along with some of my traps disappearing (or getting killed off). The money gain is not balanced to the rate of my ass getting kicked. I understand you want people to "experience" and not just "beat" it. But some of us don't even do either. If a game is too difficult, people don't play. Lots of potential though, would love to see a series of upgrades, like Hero's Apprentice. Because that's what this feels like. Gave it a 3/5.
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Bug: I can place monsters/traps on one square and then when they die/get destroyed I cannot replace them on the same tile. This messes up any strategy.
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I dont know if this will work in the game but some part of me would actually like the monsters to 'level' or get stronger if they do manage to beat a hero.
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For about the third time, this is made to the same idea as every other hero vs villain game, in which an incredibly over powered hero wipes out scores of "monsters". This game is more in depth than you think, trap then a monster makes monsters more effective, as the combat turn will go monster trap monster hero etc, please don't complain about weak monsters and then massively enjoy games where they are all too weak. You can have it both ways.
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I really enjoy this game, and agree that it has serious potential with a bit of UI polish (graphics aside) such as cutting down a bit on (or at least adding variety to) dialogue. Putting a load button on the front page would be huge, as it would allow me to skip the opening each time i want to return to the game. Multi-placing creatures would be nice, but personally I would rather see a Details button added instead. A one-click selection instead of a two-click (one to select, one to skip details) would streamline monster placement enough to make up for no multi-placement, and a separate details button or hover-over would mean people could still see the details. I do agree that being able to speed up battles might be nice, but these are the bigger hiccups to me.
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The game has potential but you definitely need to either let monsters gain exp. to level or allow for upgrade or purchasing higher levels or else it makes little sense to purchase them. Just save, bring in the hero and load if they break your traps and wash/rinse/repeat.
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Nice start, but many complaints.
1. Battles are too slow.
2. Monsters should heal after each hero
3. Monsters should be able to level, or at least, buy at higher level.
In short, the game heavily favors the hero, not you. Heros are stronger, can wipe out all your monsters with ease, and smash your traps. There is an endless supply of heros also.
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OK this game has lots of potential but a few things need to be added a way to level up monsters and an upgrade system such as kill 20 villages and you get a bonus for killing villagers an auto revive for dead monsters at the end of a lvl
i personally think this game has a long way to go but good job thus far