Scoundrels and Meburningslime present: Dungeons of Dragonstein

Thank you for the information. I am working with two artists with slightly different art styles. All the graphic upgrades you are talking about I can improve. Only the skeleton should be shaking, and that’s a lot harder to fix than the basic pathfinding. You can take a look if you like.

The gold has to be saved in between runs for the purpose of the marketing tactic. It’s for a competition we’ll be hosting once a month. If you’re not interested at all in score you can always click tab.

No assets have been used, everything was made from scratch.

So lol… About the elf. I have had so many people tell me the dwarf is too oo and the elf needs buffed that I’ve kind of determined it’s balanced sin e everyone thinks every character is op.

The menu screen is filled… You just don’t have everything unlocked so it doesn’t show. Beat stage one to unlock the first secret.

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By the menu screen not being filled I mean the picture you have in the back of the guy and dragon

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wait a minute, the game isn’t laggy for me it just feels so painfully slow

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That’s actually next on our to do list, so got you covered. Thanks for the help!

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What do you think gameplay wise? That was a lot of aesthetics that definitely need improved. Do you think there’s potential in the core? What should be changed there?

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I could probably make this better now, but this is what I gave glitch in December to fix the enemy shaking when they reach the same X/Y position as the player

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the game definitely has potential, the main thing that needs to be improved is the pace

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Thanks, I’ll have a look soon.

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Gameplay wise I think hitting the enemy should feel more impactful.

Movement should be smoother, idk if I like only being able to move in a single direction at one time, it feels unnatural and mostly makes sense in grid movement.

After a projectile hits an enemy/wall it should disappear and not stay floating around for a second.

The enemies need something unique to give them more character, like how the skeleton is long-range. Ik the health is different and speed, but something in an attack animation would be nice.

The dungeon doesn’t seem properly laid out. It feels like it was just expanding and not fully planned.

I think being able to click “Space” or something to also attack would be nice for users that don’t use a mouse.

There should be a visual reward for picking up a potion, it makes the game feel much more alive.

I would recommend not using the Bar behavior for the health, it doesn’t look as good as a custom one and it takes you out of the game a bit.

Why does it take so long to load the level in? Is it just that the level is really big and it just takes long to load or did you add that? If so make some sort of loading screen, it’s just another element that helps improve the atmosphere of the game.

I’m unsure of what the red on the outside of the dungeon is supposed to be.

An animation for when the characters (player and enemy) attack would make the game feel so much more alive compared to them just running into you. (btw a slight error in the elf sprite is that behind the bow it is filled in when it should be empty)

Sorry if this is long, I’ve just been practicing analyzing a couple of the games made for the flowjam to see how they could have been better and how I can implement that into my own games.

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The borders and grud movement are because the game is set to be a dungeons amd dragons inspired game. I agree, enemies should have just as much uniqueness as the players. I’ve never had projectiles not disappear, what specifically are you talking about? All are destroyed whenever they hit something.

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I’ve seen them float around after the hit an enemy, this usually happened when the enemy was killed so it might have something to do with the enemy being removed before the attack registers that it had a collision (I’ve only seen this with the arrow)

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I’ll do some testing. I know it doesn’t work if you hit point blank, I’ll double check anything else though.

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Who’s too overpowered?
  • Elf
  • Dwarf
  • Tiefling
  • Te°°°
  • Thr°-°°°°°

0 voters

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I haven’t tried all of the characters yet, only a select few, but I’ll let you know when I do.

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why is there two seemingly glitched names, and why did you vote two times on the poll?

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Out of the three characters that I know of, I don’t see how they’re op, but not powerful enough. You move pretty slow, I found out you can dash by holding shift, which was good.

The dwarf moves super slow and has no range. He does more damage, but without a shield or health regeneration, it’s just death.

The archer is decent, but you have to attack quite a lot just to kill something.

The tiefling is basically the same as the archer, but I feel is slightly worse.

The cool down on the attacks are horribly slow and the enemies move and attack way too fast compared to the player. It’s super difficult to even beat the first stage alone.

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Clicking shift makes you dash. You can dash once every second. That’s how you move fast. Holding it does nothing.

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Here are the damage stats.

Elf: 100 DPM
Tiefling: 140.25 DPM
Dwarf: 200 DPM
Te°°°: 210 DPM
Thr°-°°°°°: 420 DPM

Dwarf spawns with an extra three hitpoints per round so he can tank a lot.

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If you are wondering what the other two races are, you unlock one by beating the level one boss and the other by completing the game.

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As you run towards a skeleton, they move away at almost the same speed, while also shooting at super insane speed and aim. So I die everytime I find a skeleton as the dwarf.

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