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[G2G] Amplitude's List of Community Feedback

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11 years ago
Dec 19, 2013, 5:17:38 PM
Thank you all for the enthusiasm and suggestions smiley: approval.



We have collected tons of great ideas and we have been able to update for you this list of community feedback to improve and polish Dungeon of the Endless.



smiley: queue Here is a new version of the list (with also multiplayer features) and the legend since the release of the game.




Legend:
We will really likely implement it in the near future
We would like to have it in the game
We like this (complex) suggestion but we are not sure to have it for the moment
Not compatible with our vision of the game or technically not feasible




Keep on suggesting awesome ideas: we're always listening! We will also update this thread in the upcoming weeks.





Title Details Comment Status
GUI / Controls
Multi selection or select all command Groups shortcuts is maybe too big for 4 units but we will definitively add the multi selection IMPLEMENTED
Heroes groups command Ctrl+1-9 to create groups Maybe too big for 4 units? IMPLEMENTED
Priority targets by modules IMPLEMENTED
Add feedback on dying hero We will add a visual and sound feedback when a hero is low on HP IMPLEMENTED
More shortcuts build menu, inventory, hero panel, close windows… IMPLEMENTED
Rebind shortcuts Now available in the options menu IMPLEMENTED
Tactical map Allowing a global vision of the dungeon with strategic information (dangers, hero position...) IMPLEMENTED
Pause button on the screen Make sure the feedback is visible Maybe in the circle in the bottom right corner IMPLEMENTED
Right-click to open hero panel IMPLEMENTED
Comparison system and colours in items stats + who can equip IMPLEMENTED
Prevent heal when full HP (or during auto-h)

IMPLEMENTED
Windowed mode IMPLEMENTED
HD GUI To avoid problem of font size IMPLEMENTED
Change order of heroes in the HUD And so the shortcuts We think the group command fixes the problem
Precise hero placement We want to improve the "AI placement" and the feedback but we don't plan to give the possibility to choose an exact spot in the room.
Choose a specific target But we will improve the AI targeting and maybe add hero options (see below)
Hero behaviour prioritisation Maybe with skills
Zoom in / out For technical and readability reasons, but decided to add a tactical map instead
Mini-map For technical and readability reasons, but decided to add a tactical map instead
Scoreboard (local, online) Local is done, we want to work on the online IN PROGRESS
Stats overview screen

Not planned during game but at the end level and end games
Several save slots

For different games Not a priority, we want to keep it simple
Pixel-y HUD

We like our UI
Close notifications, reduce bubble notification

Voice-over Too bug for the scope of the project
Controller support IN PROGRESS
Assign heroes to a room with shortcut to return in their rooms We want to improve the game by reducing the repetition at each turn
Result in the log Income / effect of activating a device
Box-drag selection RTS Style We don't think it's very useful in a tactical game
More info before hiring

Weapon, archetype etc. We want at least to add the lock status

Regen stat on hero panel

IMPLEMENTED
Waypoints

We don't think it is often useful
Movable UI

Auto-save

Auto save at each floor IMPLEMENTED
Reset progress button

Remove heroes and ships unlocked + stats

You can remove your user profile in your "documents"

Gameplay
Choose starting heroes Yes, linked to the persistence IMPLEMENTED
Hero skills IMPLEMENTED
Special rooms Other location to defend / free... Stele, Artifact etc... IMPLEMENTED
Bosses Not really unique boss but very special and powerful mobs (Keeper, door opener)... IMPLEMENTED
Bonus for opening multiple doors at once Or in a small interval We like that! A simple way to add risk/reward IMPLEMENTED
Multi-currency merchant One FIDS by merchant IMPLEMENTED
Different ships Yes, linked to the persistence IMPLEMENTED
Persistent collection Heroes, ships, items, mobs... Journal + Album IMPLEMENTED
Interactions and dialogues between heroes IMPLEMENTED
Prevent Dust farm with Crystal Fixed IMPLEMENTED
Reduced Wit efficiency Yes, we have to balance that IMPLEMENTED
Improved Crystal phase Yes, we have to work on that IMPLEMENTED
Emphasis on hero death IMPLEMENTED
Co-op mode + "coopetition"

See "multiplayer" part below for improvements IMPLEMENTED
Endless mode We want an end in our dungeon to give an aim (FTL, Binding of Isaac...) but we like the idea and might do that one day in a special ship

IMPLEMENTED
Difficulty levels IMPLEMENTED
Different start options to vary the gameplay With score modifier We will do that with the addition of the starting spaceship you'll be able to choose IMPLEMENTED
Backpack to carry some items between levels
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