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 didn't really try too hard on this one but here it goes.
Pirate Ship start w/three heroes and 9 items. No merchants. Crashed on the way back from an Endless Armory.
Drop Ship. Start w/ X heroes can't repair or build modules out of combat. Since the captain dropped an Endless artifact returning from an exploration mission, the entire crew has been cursed with clumsiness.
Special rules: Opening a door has a small chance to power off all rooms; core requires manual interaction to return power, then rooms must be manually turned back on. All modules are 25% more powerful.
the core of this huge old ship is constantly losing DUST.. finish the stage before it is too late! (every stage starts with high, but random amount of DUST, and it’s leaking at a slow rate.. per turn, or per minute)
Note from sales brochure: „ Save the DUST! Make your mom proud! ”
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Concept & Game Rules
Currently there is little room for playing with DUST management. Getting it is random, powering rooms takes up same amount of DUST, and the only use for spare DUST is buying equipment for the merchant… which is not that relevant, since if he survives till the Crystal is being moved, one can buy all his inventory with all the dust from unpowered rooms.
DUSTER ship is one with advanced DUST management. One can set rooms to different brightness (or tone, pulse, color) settings, which give different effects and consume different amounts of DUST. There are plenty of applications for this, here is an example:
1
Bright Room: 10 DUST
(No monsters)
Brighter Room: 20 DUST
(+20% Strength to Minor Module performance)
Brightest Room: 40 DUST
(+40% Strength to Minor Module performance)
You can’t get DUST from opening a door, but monsters drop more DUST.
before you can move the crystal you gave to pay a large amount of 1 random resource(pre-chosen by the crystal for that floor)(kinda like the hire bar for heroes)
Heros: Normal - start 2
Floors: standard
dust: normal
Consequences: of you dont/cant pay the price given you start next lvl with...
=0 for all or, flat broke
=it takes the difference by taking 3 - 1 from the rest
My comment:Its not the bank that gives you money, its the bank that takes it. Like an ATM in reverse.
2.
The Monopod
Rules:
There is only one resourse used instead of 3, it is used to build, level up, heal, buy upgrades, for merchants... But its not that simple
Options: -there is a max resource cap, so you cant horde a lot of resource, you have to spend it kinda quick or save it wisely.
-Or, everything is a little more expencive since one thing buys all... literally. no need for foreign exchange.
Dungeon: Endless
Hero: start 2
-Level cap raised to 20(lvl 3 or higher on some abilities Eh? eeeeh?)
Modules: Raise the max lvl to 5 or even 6, (no need for new skin)
3. ****(based off the funnest moment in all my 113 hours of Playing DotE)****And my favorite!
Name: The Derelict(i like derelict more), or The Low Battery
Rules:
You have to move the crystal towards the exit before you have found the exit, so now we have to find it while running for our lives!(oh the chaos)
Options: -there is a level cap for the crystal to be powering everything, then you have to take it off and keep looking for the lift. Ex: 30 doors in the dungeon, and you have to take the crystal, and run for your life while opening the last 5. opening doors while carrying the crystal(because we never have done that before, why would i ever?)
-After so many doors (25 out of 30) you are incentivised to move the crystal because you lose dust every door. something like 10 - 20 - 30. so you realy dont wanna stay anyways(i think that could be a reason good enought)
Carrying phase:
-Mobs spawn as they normally do in the powering down dungeon
-Rooms powerdown as normal
-Doors -No mobs behind them, but everything else is still normal(quick desision to use time picking us something or passing it bye) -Or, one door MAYBE 2 can have Mobs behind it while searching for the lift
Heros: 2 starting - Start Level 3, Or Naturally a little stronger so they survive the first couple floors
Lift: behind one of the last doors, not always the last but close
Income:natural income slightly higher(Very Slightly. Modules produce 1 more then currently set as in standard mode.
My comment:this was inspired when i survived a way on floor 10 with 2 heroes, 30 dust and no lift yet. so i ran for my life and it was incredibly fun. and i made it, after like 7 doors. and i even beat the next floor halfway the same style of chaos. and i ahve never had to carry while opening so i thought that was cool
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