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!
A mini map that allows you to click and go to that area.
Color coded heroes that show up on said minimap, with color under portrait.
Ability to zoom out.
Click on character portrait to go instantly to character.
When building turrets, etc., the ability to click multiple spots without having to reselect the turret again. Right click to cancel production. It gets tiresome dragging back down to the turret selection area each time when you want to build 5 of the same.
A way to set who automatically goes to work on modules when two heroes are in the same room.
A more robust leveling up system.
Leveling up far beyond level 5.
Stages that involve moving the crystal multiple times, perhaps to open a special type of door that leads to increasingly difficult stages of a single level. Longer levels.
Enemies with turrets of their own.
More interesting rooms and enemies with more personality.
Armor/weapons cause a change in appearance of the sprite holding them.
Better variety of turrets and modules that do more distinct things. A big part of what needs to be done comes in clever design of game mechanics and I can't really say what it should be cause I am not a game developer, but I'm sure there are many interesting mechanics of tower defense that can be thought up.
More pixels, my goodness, this game doesn't have to look like it's pre-NES does it? Even SNES graphics would be nicer; I don't buy that it's for "style", it would look much much better with updated graphics.
Please add more if you have any ideas, and let me know what is already planned/you agree or disagree with.
Also: (will add more here as I think of stuff).
I think blueprints should be sort of "crafted". As it stands, you find random blueprints and that is all; I just found the high powered rocket turret for instance in my very first room. I haven't gotten it in a game before at all. This seems too random. I think a sense of achievement from slowly getting better things throughout your play would be better and obviously if the difficulty continues to rise, it would be better to get powerful weapons at that time and not so early. Perhaps you could find different "recipe items" for making the new blueprints and unlock better and better features as you go on. IDK if they plan on something like this with the tech tree, but I think it would also be nice to sort of choose a path at the expense of an alternate path, like investing in slow down items over health with points or something.
Perhaps the auto-healing system (after defeating enemies) should be removed (even an option to have it on or off; IE hard mode)? This would provide more need for health modules and to protect them/ ensure you have enough tech to rebuild as they would be the only way to heal characters. Food could become less scarce if need-be to balance mechanics.
I don't necessarily disagree with anything. I'd say the more ideas the better, so keep them comming.
Off my head I remember this as already being planned:
About the minimap and zooming, there has been a dev response and they are working on implementing a tactical map.
Currently this is a limited early access which stops after the third dungeon level and caps heroes at character level 5. When the game is longer, then those both will increase.
The game already uses a "smart" way to chose who goes to work: the person with the highest "will" stat. Will affects a hero's efficiency when operating modules and the game automatically choses the one who will give you the greatest benefit.
You can already go to a character instantly by hitting the respective hotkey twice (1 for the first hero, 2 for the second etc).
There should still be a way to change who works on the modules. Maybe Gork is not the most efficient but do I really want his snail movement speed to go explore a door that is dozens of doors away from my base of turrets? Absolutely not. I like to refer to the person who opens doors as my "runner"; I mostly play by setting up a few rooms and then having my runner go open more doors and come back to my base rooms. As it stands, I need to have her go to a previously opened room so someone like Gork will take over the machines and then move back to the door I want to open and it is frustrating.
Ahistorical wrote: There should still be a way to change who works on the modules. Maybe Gork is not the most efficient but do I really want his snail movement speed to go explore a door that is dozens of doors away from my base of turrets? Absolutely not. I like to refer to the person who opens doors as my "runner"; I mostly play by setting up a few rooms and then having my runner go open more doors and come back to my base rooms. As it stands, I need to have her go to a previously opened room so someone like Gork will take over the machines and then move back to the door I want to open and it is frustrating.
The moment your Runner moves away from the module, Gork will take over operating the machinery. You don't have to do anything special. You would only need to asssign your own priority if more than one character remains unmoving in that one room and then the person with the highest wits is the best for the job.
I have Gork operating a module in my choke point room, so he wont have to move until the very end when I leave the level. Two other heroes operate modules in other rooms, the distance of those rooms based on their speed. Then one fast (and low wits - preferably the short sword wielding one) hero opens the doors. Before the next door, I have to send the two people back to their rooms and then I send the runner to open the next door. It all works out without any need to assign anything.
Ahistorical wrote: A mini map that allows you to click and go to that area.
Color coded heroes that show up on said minimap, with color under portrait.
Ability to zoom out.
...
When building turrets, etc., the ability to click multiple spots without having to reselect the turret again. Right click to cancel production. It gets tiresome dragging back down to the turret selection area each time when you want to build 5 of the same.
Agreed with the minimap! and the zoom-out function. Even just to see your glorious base after its been powered up.
and to build a bunch of turrets of the same kind... just hold shift as you click on the spots.
I am sorry, but the graphics are just great as they are. I personally practice pixel art, and this game doesn't look NES, or SNES, it has updated graphics and effects. The reason this game looks this game, is because the devs want to make this game stand out among other games, I personally think the graphics make this tittle a gorgeous one, the colorful characters, the dark areas, the lighting, the fire and smoke effects, all come into a good experience.
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Maybe a endless mode. I mean, this IS already in the name, because I can't really play this so happily, when I think, that everything is gone after 3 Stages. And there should be an ability to create multiple saves that you also have an adventure game and an endless game. It would be so cool if I could have an endless dungeon, where I can explore endless far. For that, I would have an idea, that you can find new crystals in some rooms so that you have to defend multiple rooms and you can't just build 10000000 turrets around a single crystal.
Jan5676 wrote: Maybe a endless mode. I mean, this IS already in the name, because I can't really play this so happily, when I think, that everything is gone after 3 Stages. And there should be an ability to create multiple saves that you also have an adventure game and an endless game. It would be so cool if I could have an endless dungeon, where I can explore endless far. For that, I would have an idea, that you can find new crystals in some rooms so that you have to defend multiple rooms and you can't just build 10000000 turrets around a single crystal.
On release it will be 12 not 3 levels. Still, an endless mode or the option to continue playing after the 12th level, turning it into an endless mode, would be great.
I was thinking they could change the way you buy items in the merchant, for example don't use the dust for items but maybe another type of resource. This would make the merchant more accessible, I dont buy items because it takes the power away from my rooms and my rooms are what helps me stay alive. Maybe add a point buy system where you earn points to buy turrets ensted of finding them. I have gone a whole level without finding any bigger turrets. The graphics are great they way they are.
cainn82 wrote: I was thinking they could change the way you buy items in the merchant, for example don't use the dust for items but maybe another type of resource. This would make the merchant more accessible, I dont buy items because it takes the power away from my rooms and my rooms are what helps me stay alive. Maybe add a point buy system where you earn points to buy turrets ensted of finding them. I have gone a whole level without finding any bigger turrets. The graphics are great they way they are.
I personally like that you have to use Dust as currency, it makes you open more doors leading to more exploration, which is what the game wants you to do, explore more, expose yourself to the elements behind the doors, and try and survive and overcome those unknown obstacles. But I'd like to see some certain items being bought with other items, like new blueprints being purchased with resources, and maybe Aid-kits being bought only with food.
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This game has potential. What it needs are levels that require more than just "hold the choke-point and explore with a runner".
On the tactical level:
1. Monsters that freeze/entangles the runner?
2. Doors that require 2 person to open?
3. Doors that only open if another hero needs to be at a certain location? (forces you to split up team and fortify more than one room)
4. Doors that requires the hero to stay in place for 1 minute to stay open, else it shuts off again. (a locked door that requires hacking perhaps. it'll force the player to move everyone at the door and hold the ground)
5. Perhaps certain rooms gives special bonuses (which forces players to build and defend it or forgo the bonus)
On the strategy level, the games needs to force some decision making (hopefully that's what the science points are for). Perhaps the heroes can be different enough to encourage different play styles? On the planned implementation thread I saw references to FTL, FTL is great because it forces you to make decisions about how to evolve your ship, base on your ship and the crew and weapons you happen to find. That, and unlocking the ships I'd love to see some of that. more varieties in hero's abilities, or may be special rooms that give bonuses.
They've already addressed these calls for mini-maps and zooming in and out in one of the stuck posts. There will be a tactical map but they are otherwise incompatible with their vision of the game. Beyond just looking at all the rooms you have lit at once I personally feel like the fact that you can pause at any time obviates the need for such things but I can see how someone coming from a MOBA or RTS background who isn't used to being able to pause and look at things might feel a lack in this area.
The same stuck post also addresses complaints about the pixel graphics. This is the way they want the game to look and they like it that way. These aren't place-holder graphics. Personally I love the style. Your quip about not buying that it's a stylistic choice is insulting. Just because you don't like it doesn't mean it looks bad or that the devs are being lazy. Pixel art takes work too.
Double clicking the portrait snaps to that hero.
Shift clicking will build turrets on multiple spots without reselecting
The game already sets who goes to work perfectly optimally, when two heroes share a room the better one goes to work.
The next patch will make the leveling system more robust when it adds hero skills.
The final game will have more than 3 levels and, subsequently, more than 5 character levels.
Later levels will be longer. I don't think they have any of those other ideas about stages crystal moves planned but it's not a bad idea. Try proposing them when the time comes.
I think blueprints are just the tip of the iceberg when it comes to what you can build. There's an entire set of resources that hasn't be implemented yet: science and I have a feeling when science is implemented it will address your concerns about the turrets.
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