Dungeon of the ENDLESS™ is a Rogue-Like Dungeon-Defense hybrid game, in which your team of heroes must protect the generator of their crashed ship while finding their way out!
I really like this game. That is how all posts that are about to complain begin isn't it?
My only big issue is that the monster waves appear to be highly random and you can have your game wiped out due to this.
Example I am clearing a dungeon just fine, no major problems. Nice path setup with strong heroes. Suddenly on floor 4, 6 or so of those naga looking things spawn all together and even after burning all my food in healing(which i had to spend none of for previous waves) i cannot even come close to holding this wave off.
In a game where you have to be aware of whats going on and plan accordingly, why have such random "your dead" combinations pop up? They don't add much to the game because its unlikely I would ever be able to handle that wave.
Is anyone else feeling this way?
Most TD games, the wave strength increases fairly smoothly so that you can keep on top of the monster pressure.
On a side note, if anyone from amplitude reads this. Change multiplayer to not split the income between the players. That is a net negative because the time until you can place buildings is time shifted 3x as far back, and then you get 3 things. This effects the balance of the game. Maybe an option called "My friends are not jerks and I trust we can share the resources without fighting". Also allow pausing as an option too. It works fine for baldur's gate if you are playing with people you know. Item sharing is prety much a must with all the different weapon types. Why not just let people drop items on the ground. seems like your code supports that already.
At one point I would agree with you, but I think any more those moments are when certain monster groups spawn that your defenses are ill-equipped for. While you get randoms spawns throughout a floor, after playing for a while (or waaaaaay too much depending on perspective), you get an idea at the beginning of a floor the general type of monsters you will face and can plan accordingly during that floor. Sometimes it is better to get all the spawns in one place and hit them with a few rooms of minor modules. Other times it is better to split them out in to small 1-2 room spawns in several wings. Sometimes you will want the first room they hit to have heroes defending, and other times you want your defenses chewing them up.
For me depending on the different kinds of monsters that spawn, I change around what is lit and what is dark, and modify each level fairly dramatically. After they changed the way the kamakazi fatties explode I had no complaints about monsters. Now granted, the consistent i have from game to game and level to level is generally getting a ton of dust. As much as possible. pilfer, pick pocket, shops + operator + mechanical pal, even emergency generators with mechanical pals and operators if i can afford the industry (and man power).
All that being said I think the learning curve on how to adapt for these things is rather steep, so I can see that perspective completely
Sometimes the enemies are difficult, and sometimes they are easy. If they were always an escalating difficulty based on the floor, you wouldn't be able to farm FIS when the going is easy, or be forced to leave early when the going gets tough.
If there was a point allowance as you described, it would have to respect a degree of random difficulty spike/valley.
I was suggesting more of a cap - for example, I was on level 7, and got 4 waves of almost straight golems. I'm guessing it was just random bad luck, because previous I'd had like 30 crystals Zerg rush me just the door previous. I'm just suggesting that there should be a cap built in so that you don't get a wave you'd expect at level 12, at level 5. (for example)
I haven't been able to verify it yet, but i get the feeling the mobs DON'T scale RPG style? It's more of a more powerful creatures + more waves + bigger waves, rather than mobs leveling up their stats? just curious about that.
A tip that is quite useful, some monsters love to stick to heroes like glue, use that to your advantage! You can lead some monsters around your rooms by "tactically retreating" with your heroes while your module defenses eat them up. Fast Heroes shine in such situations, as monsters are unable to keep up to damage them while they are led on a chase to their deaths.
greyhound
Newcomer
greyhound
Newcomer
100g2g ptsReport comment
Why do you report greyhound?
Are you sure you want to block greyhound ?
BlockCancelAre you sure you want to unblock greyhound ?
UnblockCancelVIPmelkathi
Forgotten VIP
"Golgy in the Lair of the Spider Queen" The best Dungeon of the Endless Boss Expansion that never was.
VIPmelkathi
Forgotten VIP
29 100g2g ptsReport comment
Why do you report melkathi?
Are you sure you want to block melkathi ?
BlockCancelAre you sure you want to unblock melkathi ?
UnblockCancelSkarnor
Old Timer
Skarnor
Old Timer
36 400g2g ptsReport comment
Why do you report Skarnor?
Are you sure you want to block Skarnor ?
BlockCancelAre you sure you want to unblock Skarnor ?
UnblockCancelhotmatrixx
Newcomer
hotmatrixx
Newcomer
100g2g ptsReport comment
Why do you report hotmatrixx?
Are you sure you want to block hotmatrixx ?
BlockCancelAre you sure you want to unblock hotmatrixx ?
UnblockCancelEndlessRunner
Newcomer
EndlessRunner
Newcomer
100g2g ptsReport comment
Why do you report EndlessRunner?
Are you sure you want to block EndlessRunner ?
BlockCancelAre you sure you want to unblock EndlessRunner ?
UnblockCancelhotmatrixx
Newcomer
hotmatrixx
Newcomer
100g2g ptsReport comment
Why do you report hotmatrixx?
Are you sure you want to block hotmatrixx ?
BlockCancelAre you sure you want to unblock hotmatrixx ?
UnblockCancelAgasutin
Survivor Disciple
Sir Issac Newton is the deadliest M.F. in space...
Agasutin
Survivor Disciple
11 800g2g ptsReport comment
Why do you report Agasutin?
Are you sure you want to block Agasutin ?
BlockCancelAre you sure you want to unblock Agasutin ?
UnblockCancel