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!
The Big Floor: This style of gameplay would involve a single floor, rather than many - the players would have limited access to power, and the game's flow would revolve around moving the power crystal from one room with a power slot to the next as they search for the exit. This would allow them to have limited power while still allowing them to have control of their environment and location.
To limit floor size, the doors might close as the crystal is carried through them, or perhaps the level would just be larger than normal but include the stairs down. Alternatively, the players might not be able to power rooms directly, but instead need to build a major-modual in the center that would count as power (or allow control to doors around it? that sounds op.. maybe power would be spent opening and closing them?).
Didn't put a ton of thought into it, but I hope someone gets something out of it! Also avoided looking at previous entries so I wouldn't copy.. hopefully this isn't a clone. :/
kongen77 wrote: 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!
Don't beat yourself up about it. I had 10 ideas listed by the time PANCAZU pointed out that little detail to me
I don't need luck. I need the rules to change Thinking of rebelling completely and only submitting my wildest ideas
After reading through all these posts (love the ideas btw) I noticed that there seem to be a few re-occurring ideas such as one super floor, a module heavy ship, or single hero run. How will very similar ideas be considered against each-other?
WearyApollo wrote: After reading through all these posts (love the ideas btw) I noticed that there seem to be a few re-occurring ideas such as one super floor, a module heavy ship, or single hero run. How will very similar ideas be considered against each-other?
Good question. In some G2G votes we have seen ideas credited to two people. I don't know if it was because they were a collaborative effort or not. In another instance the first person to suggest it got credit.
I've read all the others - "bleeding" was too similar to an earlier mentioned "no oxygen" mode. Still think this is a good idea as encourages play in a very different, urgent way.
Have replaced my version with a Firefly mode which would encourage players to roll the dice a bit more on early floors and would completely change the dynamic of the floor endgame.
Description: A one-man fighter pod dispatched to destroy or delay intergalactic pirates.
Background: A small fighter made to clean the space surrounding a large vessel. These one-man ships require minimal training, and have weak firepower.
Because of their low fuel consumption and convenience, these ships are commonly used to escort larger vessels, such as a Prisoner Ship.
Effect on the Game: The Fighter Pod gives you more per turn at the cost of slight reductions in and points. The fighter ship also
makes your heroes slightly faster and more powerful with slight reductions to Health and Defense. The biggest effect on gameplay, however, is that the ship
gives you every offensive module there is, in its lowest tier (I). Defensive modules cannot be researched.
Entry 2: Nickname() Dust Mop
Heroes at start: 2
Description: A special pod made for scavenging Dust from ship wreckage... and planets.
Background: A pod that gathers dust, the Dust Mop uses specialized magnets inside its collector chamber that react only with the elements found in
dust. The ship itself is mainly a storage compartment for dust.
Effect on the Game: The Nickname() Dust Mop pod gives +1 per turn. It also gives the crystal a 100% defensive boost. Enemies are slightly stronger, and Emergency Generators
cannot be researched. A new module called the Dust Bunny will come standard with the ship and will replace the Prisoner Prod I. It can be researched up to tier IV and works much like the
KIP Cannon, but with Dust instead. Tier stats go in order from I to IV, respectively: (2 Power at start, 1 per dust for a maximum of 50. Fire rate of 2.5), (3 Power at start, 1 per dust for a maximum of 90. Fire rate of 2.3), (4 Power at start, 2 per dust for a maximum of 200. Fire rate of 2.1), (5 Power at start, 2 per dust for a maximum of 360 Fire rate of 2).
Entry 3: Radar Scanner
Heroes at start: 2
Description: A pod that can scan nearby star systems, or be tuned to catch a nearby TV broadcast.
Background: When radar first came out, everyone thought it would be like X-Ray vision. Truth is, it wasn't. But now it is, and
the Radar Pod allows you to actually see into anything you want. Luckily, the company who invented the Radar Pod put a strict
no-looking-through-clothes filter into it, although pervy space pirates have managed to get by.
Effect on the Game: The radar pod allows you to see a faint image of any connecting rooms that aren't open or have any
open doors connecting to them. It can reveal treasure chests, enemies, heroes, merchants, and any rewards that can
be found in the room. Powered off rooms can be seen somewhat clearly, but not as clearly as a powered room. If a wave or
waves are to spawn upon another turn, the Radar Pod will alert you during the planning phase as to which rooms are likely
to spawn enemies, and of what sorts. The Radar Pod gives you information upon crash landing, and upon arriving at a new
floor, if there are any merchants or heroes to be found in the dungeon. It gives a major boost to at the cost of
somewhat lowering when opening doors. Heroes have less health and attack power.
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Oh, hello. I'm new to Amplitude Studios but not to your games on steam. I know you're working hard on Endless Legend right now, but I'll always be
excited about DotE news. I'm still waiting on the Sister of Mercy, which looks like a great character idea! I'm sorry if I sound pushy, I know you guys
are working your arses off to finish your new games, and I won't try to make you work hard. I'm happy with what we got and what we're getting as it is.
P.S. Personally, I love the Radar Scanner pod the best of all 3 of my pod/ship ideas. I think being able to see what's next will definitely give players
a new edge to their strategizing process, and will weed out all those annoying times where you build up heavy defenses in one room only to open one
more door to a dead end with almost no enemies (You know, for farming dust). Of course, it's a nerdy ship, and it comes with nerdy debuffs like low
health and attack power. Please don't think I'm trying to advertise my idea, I'm just so happy about this whole contest!
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3 Hero start, no major production modules, Heroes gain Science, Food and Production per kill based on level. Balance between powering rooms and letting enemies come as well as attack modules vs support in order to survive.
Prison ship solitary confinement stasis pod
1 Hero start, 4x level gain speed, other heroes refuse to work with this psycho or simply don't appear. Attack them at worst. Guerrilla warfare.
Imperial Flagship
2 Hero start, only enemy is the crystal attacker heading for irresistable royal jewel, game becomes modified tower defense, use of Dust becomes very important as does use of production.
This ship is designed to make the player rely more heavily on their modules than their heroes, forcing more planning and strategy.
"Mutation Chamber"
3 starting heroes
-50% total hero health
Heroes receive +50% total health for each other hero in the room
Heroes receive +25% attack power if they are alone in the room
Starts with Bio-transfer module
It's up to the player if they want to spread thin for more attack, or huddle up for more defense.
"Claustrophobia"
2 starting heroes
Starts with the emergency generator module
Doors close each turn when a room is unpowered
Enemies always spawn when opening a door to an unpowered room
I know we're supposed to stick with mechanics that are already in the game, but I thought that this idea was unique and would be very interesting to play.
Hope you guys like these concepts, I tried to keep them simple but interesting. I'm a huge fan of the Endless games and I hope for even more in the future.
Appearance: Heavily damaged ship with what appeared to by huge reactor broken around the crystal.
Rules:
- Rooms cannot be powered by player instead all adjacent rooms to crystal are powered (ie max 5)
- Crystal can be moved immediately (Effectively one PC is crystal carrier)
- Reduced Dust gain probably required (approx 25%)
- Crystal deposit at exit is timed event (may not be required, difficulty arises from exploration with few powered rooms)
Starting Heroes: 4
Game play concept: Forces player to change primary defensive position frequently for optimised play. Causes more waves to spawn. Requires better utilisation of 'naturally' powered rooms. Requires highly optimized defences as generally maximum single powered room buffer between crystal and possible spawns.
Entry 2
T%h3 # V!rus
Appearance: Ship appears to be lab with contaminated specimens. Re-skinned spawned monsters in cage.
Rules:
- Similar to power lines that extend out, crystal slowly grows out infection lines (I know no GUI rule, idea is that it is just a colour variant of existing yellow power lines). Virus extends to a new room per 2/3 rooms explored AND/OR 2/3 minor modules infected in an infected room.
- Infected major modules remove associated FIDS and cannot be removed. Minor modules attack allies (and receive damage and health boost)
- In place of/in addition to self-powered rooms are new viral spread points.
Starting Heroes: 2
Game play concept: Forces player to keep keen eye on additional game play element (the virus), and as a result manage modules much more intensely than standard play. Adds a purpose for deleting modules other than replacement. Forces new game play element of opening vulnerabilities to get monster spawns to remove infected Major modules.
Entry 3
The Gen-lab
Rules:
- PCs levelled up in the same room as the crystal can choose skill/stats on level up
- Start with higher tier food module
- Increased level up cost approx 1.2-1.5
Starting Heroes: 1
Game play concept: Ongoing customised game play after player has completed multiple play throughs. Allows customisation ideas such as, sprinter (all movespeed buffs), operate master (only wis, remote skills)... etc etc
-New minor module to increase "Magic Find" on the floor (high priority for mobs to destroy)
-Merchant Prices increased
+Merchant item stock composition change per level i.e. level 1 common with some rarer (very expensive), level 5 more lower rarity items, level 10 mostly highest rarity items
+Can restock items every 5-10 doors
-No Major Production Modules
-Instead, Mobs drop resources (Food/Industry/Science & Dust)
-Food still levels heroes
-Industry still purchases modules
-Science still purchases Module blueprints from Aertifacts (no research time)
+Artifacts treated as NPC, can be destroyed by Mobs at any point
+Acts like a merchant, can restock every 5-10 doors
The Ir"ration"al: -25% Health and Attack Power, -75% Production
The Ambrosia Atrium: -10% Movement Speed each time is consumed, Extra Monsters, consume 3 automatically for each 3 doors opened.
I'm adding these simplified versions just in case the in-depth is considered too daunting.
Briefing - The Advanced
Code Name: The Ir"ration"al
"Teach a man to fish... in these conditions?"
Rules:
-25% Health and Attack Power
-75% Production
Start Heroes: 1
Description:
Crashing on a planet deprived of food resources due to extreme weather conditions, very little can survive on and even fewer is edible. Food production is minimal and is found either scavenged or gained slowly. Lack of food leaves you with a negative modifier to Health and Attack Power.
Side Note:
It could start at 0% reduction(since you crash), as it progresses, Floor 2 can add a -25% Health and Attack Power and Floor 4 will up to -50% Health and Attack Power.
Code Name: The Ambrosia Atrium
"Mmmmm..."
Rules:
-10% Movement Speed each time is consumed to heal (up to 100%)
+25% Monsters (Add roughly 1 extra monster per pack)
When a character reaches -100% Movement Speed they are no longer usable on current floor. Resets on the next one.
Start Heroes: 3
Description:
The gods are angered, you are consuming their food. They have sent their minions out to destroy you!
Additional Notes:
Monster volume increased so players eat more to get "bloated". Every 3 doors opened, each hero on the floor can not resist the food of the gods and consumes some applying a permanent(on that floor debuff of -10% movement speed, passive food consumption by door opening does not decrease your current amount).
This could add a positioning tactic to the level in general. Forcing players to stay in or out of combat to help aid others and not gain negative movement speed debuffs used for healing in order to keep progressing through the floors, so you may never know if you need the additional support in the next room or not.
Unable to deactivate rooms, 1 hero at start, offense modules autorepair at the end of battle, hero defense modules get a boost (autorepair and boost are lost the moment you hire a second hero).
The cristal of the ship recognizes the activated rooms as a part of the crashed ship, taking control over them and not allowing you to deactivate them (choose carefully!!)
It tries to protect its occupant, and only him/her/it.
Your shuttle was originally equipped with a high powered distress-beacon used to aid searchers in your rescue, But is now announcing your location to every creature that lurks beneath the depths of Auriga's surface, and they are none too happy...
Gameplay Rules:
-Enemy waves will occur every time a door is opened
-More powerful enemies will come sooner and in greater numbers
-Merchants and recruitable heroes are much more common
Heroes at Start: 2
"The question isn't if someone will find you... it's who."
No.2
CodeName: FIStD Converter
Concept:
An adaption of Endless technology the FIStD (Food, Industry, and Science to Dust) Converter takes in basic resources and creates dust, due to its obvious applications, converters of this kind are common on budding colonies, but your not exactly on a budding colony are you?
Gameplay Rules:
-You lose 50% of your total FIS production to conversion
-You gain 3 Dust every turn
-All events where you receive FIS The amount you gain will be reduced 50%
Ever wanted to test a defense or see what heroes work best in what situations? Relive the good 'ol days where anything was possible with the sandbox pod! This pod enables you adjust the heroes levels at a whim, set there equipment to whatever you like, choose what monsters will spawn to attack you and their difficulty, and what modules you are able to place and their individual levels! Test out your defenses, go head to head against endless waves of monsters, see how well your favorite hero will do when you actually get them to the max level, die endlessly! What could be more fun!
(Creators note: We are not responsible for the actual amount of fun you will have, nothing here is guaranteed. Also please note that you may only use items/heroes/levels/etc that you have unlocked in the main game or purchased at some point, IN the sandbox mode. Also prepare to die...a lot.)
Game play Rules
The player is allowed to change heroes at any moment/change there level/change there equipment.
Player is allowed to place any module and set its level.
Player is allowed to spawn in monsters from a room/choose what monsters they are/how powerful they are.
Etc.
-----
My apologies if this has already been posted before. I got here kinda late and didn't have time to read all the posts.
The ergonomic seats and ambient white noise in this part of the ship leave heroes SUPER rested!
Starting heroes: 4
All modules and FIDS are as normal, but heroes are all 200% faster at the start of the game. They get 30% slower each level as they tire out. At the end of the game heroes are fully upgraded but really slow.
The Groove Station
This used to be the ship's party central room. Even in a damaged state, it's still dripping swag!
Starting heroes: 2
Everything is exactly the same... But the crystal is a gloriously psychedelic disco ball which constantly plays bumpin' music beats.
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