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!
"Everything is infinite, until we make it a fixed point in the universe..."
Ship Design: A giant brown cardboard box with an explosive (reference to the other experiment), a broken chemical bottle, and a green haze
Note from Sales Brochure: "Don't be left out of the quandaries of quantum mechanics! Purchase your very own Cat Box, and use yourself as the subject! Or your neighbor! Or your Uncle! Or your pet cat named Fluffy! Anything is possible when inside a Cat Box! *Cat sold separately*"
-The entire map is available (all of the map can be seen [Ifthedevelopersallowit.Itsfineifthisisn'tincluded])
-The crystal waypoint exit changes every 3 turns and spawns in a random unpowered room.
-Once a room with a waypoint is powered, the location of the waypoint becomes fixed to that room.
-Artifacts will randomly choose an upgrade within the respective tree (meaning you won't roll a weapon module at max level on your first floor), costs are randomized within a threshold every time a door is opened (threshold would be greater than or equal to 8 at floor one and less than or equal to 22 at floor one)
Heroes at Start- 4 (Must be at random)
No new heroes nor pods available, so if one hero dies, there are no replacements.
Entry #2
The Thing From Behind the Door (An homage to the classic horror/sci-fi movie premise and one of my favorite concepts)
Ship Design: A large vessel with posters of monster movies, a tv thats on but unplugged, and any other horror cliche I can't think of.
Note from Sales Brochure: "IN A WORLD WHERE MONSTERS AND GHOULS RUN AMOK, FOUR UNLIKELY HEROES ARE DESTINED TO SAVE THE PLANET FROM IMPENDING DOOM, BUT WHO CAN HEAR THEIR SCREAMS IN SPACE?!?"
-All mobs deal 1.5 times damage to heroes and modules
-Mob spawn rates are reduced to 50% rate
-When the way point is discovered, mob spawn rate starts at 0 percent and increases by 15 for every door that opens after the discovery of the waypoint. When a wave is unleashed, the mobs will not stop spawning until the crystal is moved to the waypoint.
-All Heroes spawn with a random item equipped and two are randomly selected to start at level 3
-There are no merchants available within the game, the shop major module is unavailable.
Heroes at the start: 4
No new heroes nor pods available, so if one hero dies, there are no replacements.
Note from sales brochure: "Space gets boring. Really boring. And empty. And boring. And monotonous. And boring. Ready for some fun? Step up, spin the wheel and let the cards fall where they may. Let the dice roll, baby! Let 'em roll!"
Special gameplay rules: "Double or nothing" flavor. All event ratios are doubled, meaning you find double food on tables, double reward from dust factories and likewise double consequence from dust factories, two heroes for hire in the same room, opening doors spawns twice as many mobs but you get twice the dust, etc.
Number or heroes at start: 2
IDEA 2:
Code name: Tiny Tank
Note from sales brochure: "Ain't no point in a broken ship, bud. This baby won't be breaking with her advanced nanobot fancy repair whatevers and the solid-like-an-origami steel frame of steely strong parts. And if you do ever crash? Well, that's when you'll be happy the nanobots can repair your ugly broken face back to just an ugly face."
Special gameplay rules: Mobs not only spawn upon opening a door, but also on a timer of every 2 minutes whether a door has been opened or not. Repair rates during combat are doubled, cost of healing reduced to 3 food.
The crystal is actually a member of the Harmony/Silic race picked up by accident. It absolutely refuses all dust found, but can power the rooms immediately around it.
-Harmony powers the rooms it is immediately next to.
-No dust gain, period.
-Increased chance of finding treasure chests.
-Harmony HP determined by highest level hero at the beginning of each floor.
After some thought I realized that if the Harmony could move around on it's own it would essentially negate the exit run phase of the floor. Perhaps it can be moved one room over before triggering the run? Or have a power reach of two rooms. I'm still debating the matter, but open to other's thoughts.
The Factory:
-Increased base industry production, lower food production.
-Heroes have half defensive stats.
-Increased power and defense of modules.
-Mobs have a slightly higher chance of dropping dust.
The Gun Closet:
-All hero item slots are replaced with random weapon slots.
Thank you for all these proposals, it’s really interesting and fun to read
You still have until Tuesday to submit your spaceship ideas! When we choose the 3 ideas for the Games2Gether vote, we will obviously try to take entertaining proposals with an added value for the game. But to be honest with you, we need also to select ideas which can fit in our roadmap and production constraints. Furthermore, the spaceships are modes to vary the experience of the solo experience and not entirely new games with the same graphics There are also some misapprehensions about the content of a proposal…
So here are some advice to increase your chances to be selected. Feel free to update what you have already submitted (and add an “edit” message with a link to make sure people will read them again).
Avoid using AIs (NPCs, heroes, mobs, drones with special behaviours: auto move, actions etc.)
Avoid spaceships for specific heroes or with hero selection constraints (we want each ship to be playable with all heroes)
Avoid replacing all the elements of the game ^^ (maximum 1 or 2 special modules or mobs by spaceship for example): we’re looking for a new spaceship, not a list of modules, heroes or mobs!
Don’t change the maximum number of heroes controlled by the player (up to 4!)
Avoid adding new GUI elements
Keep it simple: avoid having a long list of effects, keep only the most important elements
Avoid giving to much RP elements (even if it’s really fun ^^) because it’s the subject of the Part 2 of this contest
The proposals need to be in English (we’ll accept the French entries before this message but not after)
That’s a lot of things but I assure you, constraints may produce a greater creative force And there are already a lot of good ideas in your proposals that drew our attention.
Ship Design: A Broom Closet stocked with weapons and cleaning products
Note from Sales Brochure: "Greetings from the Crimson Cleaning Company! Our employer wishes you to "clean" the facility as thoroughly as possible. Remember to use the standard issue "brooms and mops" from within the "closet". Good luck, and remember the company motto, "You need it, we CLEAN it"!
-Double dust pick up from mobs, half dust pick up from found rooms
-Heroes start with one random item equipped.
-Production in Science and Food are reduced by 1, Production in Industry increased by 2
-Reduce Production of Dust by 1 (why would janitors want to MAKE a mess?)
-Mobs do 50% damage but have double the spawn rate
Number of Heroes: 3, Heroes are recruitable but they don't gain a random item in their inventory
hehehe You're just too creative for this contest I guess.
I edited my post to fit the suggestions from Mysterarts, but I'm unsure how to "add an “edit” message with a link to make sure people will read them again" as he so put. Is this announcement my "edit message?" is it just the message I added as to WHY I edited my post?
Zigeye wrote: hehehe You're just too creative for this contest I guess.
I edited my post to fit the suggestions from Mysterarts, but I'm unsure how to "add an “edit” message with a link to make sure people will read them again" as he so put. Is this announcement my "edit message?" is it just the message I added as to WHY I edited my post?
Here you go:
Dear friends and forumites, in compliance with Post#64 (Myserarts386/11Jul2014), Zigeye has edited his entries in Post#20 to conformity with competition rules as set out in Post#1 (Steph'nie2734/8Jul2014). You are kindly invited to reread these entries at your own leisure and can find them here.
Melkathi, I'm going to be borrowing your template to inform the masses of my relative re-edit (if thats fine and dandy with you).
Dear fellow competitors,allies, and forum dwellers, in compliance with Post#67 (Myserarts386/11Jul2014), kongen77 has edited his entries in Post#62 and submitted an additional entry in Post#68 to adapt and appeal with competition rules as set out in Post#1 (Steph'nie2734/8Jul2014). You are more than welcomed to reread these edited entries at your own leisure, and can find them here and here (Really hoping this hyperlink works because I have no clue how to operate it xD)
Dear FoDotE's (Forumites of Dungeon of the Endless),
To reduce adding GUI elements in the game, I have changed the mechanics of my coffee brewer pod idea. The cup of joe is now an special equipment item (that behaves slightly differently) that the crystal drops. Also, instead of a storing capacity of 2 cups of coffee, the crystal now only drops a maximum of 2 cups of coffee per floor.
Special gameplay rules: Less dust from rooms, no dust from kills, no anti-core mobs, dramatically increased damage from offensive modules.
Number of heroes at start: 1
Love the idea of stripping it right back to the basics - waves of enemies from all angles every time you open a door, retreating back to the only room you can afford to power and praying you can survive until you get off the floor.
Dungeon Keeper
Special gameplay rules: Huge labyrinthine floors, core mob beacon constantly activated, increased per turn.
Number of heroes at start: 4
Would like a mode to encourage proper base building and make exploration extremely risky.
Firefly
Special gameplay rules: falls randomly from kills instead of dust. Offensive & defensive modules sometimes randomly break and are expensive to build.
Number of heroes at start: 4
More of a risk & reward focus with emphasis on kill salvage. Greater emphasis on "hanging on as long as possible" on early floors to stockpile and would lead players to prepare the floor in a completely different way, funnelling mobs into policed areas until they couldn't hold any longer.
Special Gameplay Rules- When you spend dust to add power to a room you have to spend 5 more dust and get 10 units of science, industry, and food. Your may not use any major modules to get resources. Enemies will also drop more dust.
2 starting heros.
CODENAME- The Survivor
Special Gameplay Rules- You start with one hero and -10 units on food. But your hero's health is boosted by 30 units and their defense is boosted 15 units. Major module cost less and produce more but enemies will attack them more.
melkathi wrote: Links work perfectly, so you must have figured it out just fine
Only thing is, you have 4 entries and are only allowed 3, so the devs will probably disregard the second link
OH. I am an idiot. Thanks for the heads up. I removed the Manhattan Project (it wasn't my favorite) to coincide with the max of three rule. Thanks for the heads up! And good luck on your design!
The game runs as it typically would but not science, food, or industry generators can be built. Instead, a slot machine type major module is available and can be upgraded. Each time a door is opened, the slot machines generate a varying amount of any FIDS and you will also receive a smaller bonus amount of that resource for each additional slot machine that gives you the same FIDS. When operated, the machines cause random effects or events to occur through out the dungeon such as one turn power ups or debuffs, extra waves, explosions in rooms, or anything that can shake up the game on a moments notice.
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