Dungeon Defense by pickeloe5
A game where you are the very monster that every dungeon crawler loves. The dungeon itself. You are the dungeon, and you must kill the player!
Please be brutally honest. Any critiques are GREATLY appreciated!
**Sorry about the screenshot, my computer is NOT in the condition to take/post screenshots.
Please be brutally honest. Any critiques are GREATLY appreciated!
**Sorry about the screenshot, my computer is NOT in the condition to take/post screenshots.
Suggestions I have that could fix this issue:
-A couple of unit types to make placing them in certain groups a tactical decision, like a ranged unit or a defensive area modifier unit that gives a boost to other units in the room
-Make it clear what path the crawler will take through the rooms of your dungeon so that the player can decide where more defenses are needed
-Something other than just 4 units per level
-Environmental modifiers that affects unit movement speed or attack rate/power to make it more/less effective to place different units in different rooms
I hope this helps, and good luck on improving this game/future games
Whereas if I let the player win by picking off the monsters one by one, lots of levels.
I love the idea of being the dungeon master defeating the player btw.
but otherwise I feel very much like what Aevek said. Ultimately it doesn't matter how you arrange the monsters.
An easy way to give more depth would have been an xp system.
Do I place more mobs for more xp at the risk of dying?
Lots of potential with the idea here!
+ Nice use of the theme.
+ Sound effects were OK
- Graphics needed more work.
- It lacked a more established gameplay mechanic. Did not feel like the choice of units position and number would really matter much.
- Also the winning condition is strange. The better I play the less I play??. This is different than "efficiency" were I can for example beat a level or player faster. Perhaps keep spawning "heroes" in floor 1 and prevent them to reach floor 10 would be better, so you have to kill them as earlier as possible to not be overwhelmed.
Honestly, good idea, but for me it needed more "gameplay"