CulturedUrbanite VideoGame Selects.

I'll draw her for you once im done WORKING :)

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Just finished the first "mission" of Dicey Dungeons (Terrible system btw, forced death/run end after boss fights just so you can start over - it was my first try too which makes it a pretty bad surprise).
The dungeon progress is literally just StS "click on map", no dice involved, and the gameplay doesn't seem that hard to solve for the best moves every turn. Probably won't play any more of this.

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I was thinking about your comment regarding "linear" game progression. Aren't games like Crawl and Nethack incredibly linear too, but just have the option of "stair diving" to skip ahead?
Skipping (aka Diving) is only advised when you are strong enough to beat the game, and don't want to deal with the levels - it's a flowchart decision that you take on some floors (for example, you always dive Hell in DCSS).

Do we want the game to follow this style? If so, how do you decide when the "floor" or branch has run out of monsters to kill and stuff to do? You stop dropping monster-branded tiles after an arbitrary number of fights?

Otherwise, the optimal way to play will be to farm out the entire thing and actually not take the stairs for as long as you can, as long as there is even a small chance of reward.

A lot of consideration has to go into the "game-solve" when making design decisions like this, I don't want the "solve" to be boring to get the best result (Grubble as long as possible and fight 100 rats and cockroaches), while making you feel like you missed out when you don't want to do a boring grind.

@You_lose_i_win Regarding RPG elements: I believe there's no reason to stick to the 10 (or whatever absurd number) equipment slot system of traditional dungeon/board games.
Instead of having your inventory be 10 items that fit into 10 slots, it should be only fit into 4 slots, and then you can have big impact game altering abilities. This also gives you the ability to mix and match with 10c4 combinations instead of just putting them all on and not worrying about it.
The question would be how to give them out and pace the game balance accordingly.

A lot of work still to do on dungeon design for this to matter though.

Getting the staircase to the bottom row on a 9x9 board:

Staircase placed on the left/right edge of the board. (Worst case)
With 8 colors: Couldn't get it more than half way before the board locked up.
With 7 colors: Did it once out of like 5 attempts, each attempt taking 15 to 20 minutes, the one time I managed to do it was the longest (20 minutes)

We all saw this coming but I thought to write about the "experiment" anyway for posterity.

@31.214.227.13-10350 Idea to preserve thematic gamefeel: You build the staircase by digging X amount of times, or something.

I just suggested it because that feels like a agme where dice are kinda shoehorned in without feeling more integral to the gameplay

Should be rolling on a lot of stuff that you don't in that game I think

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Oh I didn't play it because you suggested it, I mentioned it before you did actually.

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You mentioned some other game which is why I asked about dicey dungeons. Maybe you used the wrong name or I misread it

No I mentioned both of them. There's a lot of posts though so you probably didn't see it.
I played Dicey Dungeons a bunch more since and honestly it's not as bad as I thought, the "missions" are actually challenge runs - not further branches of the dungeon or new content.
The game's content relies on character/build variety almost entirely, along with hand-crafted challenge runs.

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idc build what you want at this point

Thanks for the affirmation. I want to build something we all would play, but I understand how polarizing/boring certain aspects of bejeweled gameplay can be to you.

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the fact that there was a breakdown in communication between the idea of "imprint of enemy on the tile" is too indicative of having no precision in execution. just do whatever you think is best and if and when it sucks you can try the nonsense ideas that are interesting but unimplementable likely.

It wasn't very easy to tell what you were saying when half the words weren't coming through the WW1 military radio. It's not like I didn't understand you.

I'm going to try all the "nonsense" (they're not nonsense, just not as accessible to the player) first, which is what I'm doing right now.

I think it'd be smart to develop this into an MVP and just get it out there for more people to "play test" and leave their feedback. Also to just get this out there, establish yourself as an indie game dev/studio, and work on the next good idea that you and Jones share a vision on.

I don't make early access games like some fucking loser.

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I'm a fucking artist.

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Yeah I'm not "releasing" this in any way unless it's fully asseted (pixel art, music) + finished design.

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It's either a real game or thrown in the trash.