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!
Behavior: Priority target - Open Major Module slots.
Special gameplay: The tree finds an open major module slot and then grows into an unbreakable tree which steals resources away from the player.
Stats
HP max 2
Defence 2
Movement Speed 2
DPS 0
Attack Range 1
Rational: The idea behind the tree is that it affects a different aspect of the game that is already present. If the tree can successfully take an open major module slot, then I imagine it to be indestructible at that point and no longer counting as a monster for the purpose of the end of round heal. It instead begins to take a portion of resources away per door. I imagined it to take about 2 or so away per tree creature in an unlit room and twice as much in a lit room. I also imagine three different kinds of tree creatures, one for each resource type (color alterations.)
Code name: Hijacker
Behavior: Priority target - Minor Modules
Special gameplay: The Hijacker gets to a minor module and then takes control of it, essentially becoming that minor module, and doing exactly what it normally does against the player instead.
Stats
HP max 1
Defence 1
Movement Speed 3
DPS 0
Attack Range 1
Rational: The idea behind this creature is to have the player be concerned with where they place minor modules in a room. Minor modules placed near a door can quickly become at risk of being hijacked and then providing their benefit to the enemies instead. Can you imagine if one of these grab hold of pepper spray or the biomass healer, even the slow down or any strong offensive types and starting to provide that benefit to all creatures in the room instead. I imagine these guys to essentially become the module, and I imagine they will not attack other modules in the room and they will not be attacked by any player modules after taking one over, requiring a hero to dispose of them if they grab hold of a module.
Code name: Chuck
Behavior: Priority target - Other Creatures
Special gameplay: The Chuck would rush over to other creatures and hurl them across a room, essentially throwing them into the next doorway.
Stats
HP max 3
Defence 1
Movement Speed 3
DPS 0
Attack Range 1
Rational: The idea behind this guy is to add some fun random chaos into the mix. Few people can be truly prepared when other creatures start flying across rooms! I imagine these would go up to another creature, then chuck them into the doorway nearest the crystal, or a random doorway if two or more doors head towards the crystal room. After that the creatures that were chucked can resume their normal processes, while the chuck will quickly find more creatures to chuck them again! I also imagine this guy can be useful to the players in some sense, if one of these gets into a large fight room, they can solve the very annoying issue of over stacked creatures by hurling them onwards! I of course imagine they can not chuck the boss type mud monster that grows bigger, but imagine the hilarity and despair in players eyes if they could! If two chucks are in a room together, they should not be able to chuck each other. I can already see the programming nightmare it would be to have them not continuously seek themselves out.
Behaviour: A being consisting of a Silic Bulldozer and a Necrophagic parasite who found a home in the crystalline shell of a long-dead golem. In it's starting form it behaves exactly like the Bulldozer; being a necrophage makes him indifferent towards mechanical systems created by man, instead it goes for their tasty, succulent flesh, trying to rip it apart with the sharp shards of crystal incorporated into it's slithery parasitic appendages. As soon as the Silic shell is destroyed and the Bulldozer is shattered, the parasite spawns from the corpse and escapes towards the room from where he originally came. There, after several seconds, it buries itself in the ground and disappears to arrive again in the next wave, hidden in the exoskeleton of his new crystalline body.
Golem Form:
Priority target: Heroes
When it is killed, his parasitic form emerges from it's corpse.
HP max: 4
Defence: 4
Movement Speed: 1
DPS: 2
Attack Range: 2 (Higher range than a regular Bulldozer, so it can't be juked as easily.)
Parasitic Form:
Non-combat. Runs quickly towards the room from which he emerged.
HP max: 2
Defence: 1
Movement Speed: 3
DPS: 0
Rational: We need a way of forcing the heroes out of their well-defended room, don't we? If left unchecked, the parasite will disappear and come back the next wave in the room where he burrowed, powered or not. Every time the player ignores the parasite, the next waves will get progressively more difficult.
Code name: Silic Disruptor
Behaviour: The Disruptor does not attack. Instead, it arrives to the room adjacent to the closest room containing static defences and encases them (Well, you could say he just EMPs them, but where's the fun in that? Give it the ability to encase the turrets in crystal domes! It'll work the same way as EMP, only with more crystal.). It cannot attack any other targets and it deals no damage, instead disabling one minor module at a time, but the most special of his special abilities is the one giving him siege-like capabilities. Instead of running into the room, it'll set post in the room next to it, opting to shell the modules from afar.
Priority target: Minor modules
HP max: 2
Defence: 1
Movement Speed: 2
DPS: 0
Attack Range: 4 (Well, more than 4. It's entire room worth of range points.)
Rational: Another monster designed to stop the player from turtling in the choke points behind a bunch of Teslas and Autodocs. Having the ability to disable a minor module for a short time without actually going into the deadly, deadly room is something not yet existing in the game, but very interesting nonetheless. It'd increase the importance of fast heroes like Sara, who aren't really useful in combat anyway and are used mostly to block a wave from spawning in an undpowered room.
Behavior: Attacks all defenses in it's way. When reaches a powered room, the monster becomes invincible.
Stats:
HP max 3
Defense 1
Movement Speed 1
DPS 2
Attack Range 1
Rational: This monster forces player to unpower rooms, essentially breaking defense lines, as it cannot be fought in lit rooms. It should however stop to attack heroes in dark rooms to avoid extreme difficulty.
Idea 2
Code name:Poison Blob
Behavior: Upon death produces a harmful poison cloud in the room. The cloud remains for the next turn (if possible).
Stats:
HP max 1
Defense 2
Movement Speed 2
DPS 1
Attack Range 2
Rational: Another monster that shifts defense lines or at least forces heroes to leave current room or suffer consequences.
Idea 3
Code name: Keyholder
Behavior: after it spawns stays in the room and after all other monsters are dead, locks a single door in this room.
Stats:
HP max 1
Defense 2
DPS 1
Attack range 1
Rational: If some monsters can open doors why don't we let them close doors too? This annoying guy should spawn quite rarely, and only one at a time. This monster hampers player progress, but also gains opportunity for more resources/ science research/dust
When kill a hero, hero become a zombie, or spawn 3 parasites from his dead body.
Stats :
HP max 2
Defence 2
Movement Speed 2
DPS 2
Attack Range 1
Rational: classic monster, but gamble on the death of hero to be much worse that can be.
Code name : Needle
Behaviour :
Priority target (if relevant): heroes
Special gameplay
Not special, but stay in the room where is it spawn, and generate mini monster, who rush on heroes
Stats (set a number between 1 to 4 for each property):
HP max 1
Defence 1
Movement Speed 2
DPS 1
Attack Range 1
Rational: All this ennemies are easy, fragiles, just annoying, forcing the player to go there and kill the "mother" which is weak too and prepared player for high levels with their big monster who don't move like "keepers".
Will move towards the centre point of the room then will take over all the minor modules in the room, instantly deactivating them then will take control over them after a brief pause (or just leave it deactivated if too much hassle to turn minor modules against heroes.
Stats:
HP max - 3
Defence - 2
Movement Speed - 1
DPS - 1
Attack Range - 1
Rational:
The idea will be to keep an eye out on your rooms which only have modules guarding it, to ensure that one of these doesn't take control, else it might be tricky to get back into that room.
Code name:
Hugger
Behaviour:
Will move towards closet hero and attach themselves to the hero stopping them from attacking (preferably the hero can still move). Will not do damage to hero while attached but will leave them open to attack to other monsters, can still be destroyed by other heroes and modules and hero will eventually break free. (Could do something where higher attack will reduce time trapped)
Stats:
HP max - 1
Defence - 1
Movement Speed - 4
DPS - 1
Attack Range - 1
Rational:
The main purpose of this enemy is to lightly punish players who spread their team too far.
Code name:
Mother andchildren
Behaviour:
Will run away from all lit rooms and stay as far away from them as possible and will try and be as far from the crystal as possible, will then nest, while nested the 'mother' will not be able to move, however it will start to spawn 'children' continually till killed, the 'children' will proceed to rush towards the heroes and attempt to kill them/slow them down from getting to the 'mother'.
Could add the possibility that one 'child' will stay in the same room as the 'mother' and will eventually evolve into another 'mother' after a while to force the players to decided if they should rush for the 'mother' before things get out of hand, or deal with the other mobs before they get to the crystal.
Stats:
Mother -
HP max - 2
Defence - 4
Movement Speed - 1
DPS - 3
Attack Range - 1
Children -
HP max - 1
Defence - 1
Movement Speed - 3
DPS - 2
Attack Range - 1
Rational:
The idea behind this monster is to force the player to have to go hunt down the 'mother' quickly if they spot the 'children' and forcing them outside of the comfort of powered and defended rooms.
special gameplay: this monster does no damage, but it steals heroes treasure and loot from them in the middle of the fight after x hits to the hero. If this monster is killed before end of round you will get your treasure back, but if the monster escapes it will you will either loss the item forever, or it will be sold at the nearest merchant( if the player has discover him yet).
Stats
HP Max:3
Defense:1
Movement speed: 4
DPS:0 (1 if damage is needed)
Attack range: 1
Rational: MY PRECIOUS, what mine is mine, what yours is mine, what works, is mine, what is shine is mine, what is broken is yours.
Monster 2
code name: Mirror mirror
priority target: hero> major module
special gameplay: reflect laser turret shot back at the glossiest hero or major module ( every 1 out of 3 shots anyway) will never run from a fight and will attack straight for ranged hero without hesitation. ( he doesn't like being shot at)
Stats
HP Max:3
Defense:2
Movement speed:2
DPS:4
Attack range:5
Rational: this hero will change the the tactic when this monster is discovered, he will mess with any veteran player or any new player.
Monster 3
code name: thick slime
priority target: Major module
special gameplay: does very little damage to hero or major module but always go for the nearest major module. If he reaches a major module before death he will explode dealing small damage to everything in room but not enough to destroy a minor module, instead he stops that produces for the major module for 3-4 doors, meaning no science, industry or food will come out of the module for that many doors.
Stats
HP Max:2
Defense:2
Movement speed:2
DPS:1
Attack range:1
Rational: this monster can extremely hinder the player in a mid level scenario, almost cripling the player if he or she is low on something like science, industry, or food.
Rational: it can be a monster move in swarm. Target lite room and shut down the light and turrel on each room they suicide. Like moth go and die on "mosquito killer". Not dangerous but player got to be watchful and turn light on or turrel or else can not work.
Special gameplay : Jean moulin can call and make join to him all the monsters, to lead them in a massive attack right to a major module. Players are warned on their screen for the target of this attack.
Stats :
HP max 1
Defence 2
Movement Speed 2
DPS 2
Attack Range 1
Rational: In the first moment, he take a respite to the hero, since all the creatures join him. Warned heroes can prepare theimselves to the incoming massive attack. Difficult to face of, but can be redirected in the room chosen by the player, according to the warning target.
- Special gameplay : The daft Slider can teleport himself once to a random hero in game.
Stats :
HP max 2
Defence 2
Movement Speed 4
DPS 2
Attack Range 2
Rational: He can surprise the no fighter heroes, like he can just be suicidal if he go to a group of fighter ones. In the first case, he is just a genious monster who make players panic for saving their hero. In the second case... his name can explain.
Code name: Hollow thing
Behaviour :
- Priority target : minor modules
- Special gameplay : The hollow thing appears fluorescent in dark rooms, but is quite invisible in lit ones.
Stats :
HP max 2
Defence 2
Movement Speed 3
DPS 2
Attack Range 3
Rational: Players are used to play quickly when monsters are spawning from all dark rooms after opening a door. They will have to pay attention to this deceitful monster for not to be surprised when minor modules are being destroyed.
Code name: Dark Fear
Behaviour :
- Priority target : Heroes
- Special gameplay : The dark fear is invincible in dark rooms
Stats :
HP max 2
Defence 2
Movement Speed 2
DPS 3
Attack Range 1
Rational: The dark fear force the heroes to withdrow in lit room to fight him. That can be quite annoying and players will have to review briefly their strategies to fight him and the other threats.
Special Gameplay: Crawls slowly towards players. Splits into another sludge when damaged by any source. Both Sludge will have 50% less health in addition to how much damage was received. This effect is only affected by direct attacks by modules and players and not AOE effects. It divides only 3 times. Higher difficulty floors this could be increased.
Stats:
HP Max: 100 *50 *10
Defence: 10 *5 *1
Movement Speed: 1
DPS: 1
Attack Range: 1
Rational:
The idea is that the sludge overwhelms players with numbers but is fairly harmless otherwise.
Code name: Memories of the Past
Behaviour:
Priority Target: Weakest Players operating. Not based off of current life percentage.
Special Gameplay: Sneaks towards players operating. It blinks in and out of existence every few seconds which causes confusion and ability to kill and lock down.
Stats:
HP: 10
Defence: 2
Speed: 4
DPS: 1
Range: 1
Rational:
Not particularly dangerous but annoying. Somewhat disjoints the current 'saferoom' branching out style of combat.
Code name: False God Worshippers
Behaviour:
Priority Target: farthest unused, unpowered module areas
Special Gameplay: They immediately run to the farthest corner of the map and setup a 'base' that spawns stronger and stronger zombie units as time continues. Higher floors change what they can build and even higher ones can create actual expanding bases.
Monster modules - increase % of strengths of the monsters currently on the board
Monster village - Spawning bed of weak zombie monsters which grow more powerful as time goes on.
Negative light - requires twice as much light to cancel out. This is the final upgrade and is indestructible. Only for high lvl floors. Can code it that spending dust is the only way to bulldoze the module.
Stats:
HP Max: 50
Defence: 2
Movement Speed: 3
DPS: 1
Attack Range: 1
Rational:They're merely a minor faction attempting to learn what they can from the Endless in a similar situation as the players. It might be a good idea to prevent passive food/dust bonuses from being given out from the spawned zombies to prevent cheating.
Doesn't attack anything. Heads straight for the crystal room and waits there. If it is alive in the crystal room when all other enemies are eliminated it disappears and grants a small amount of dust. Slightly increases dust loot probability from monsters on the floor while alive.
Stats:
HP max 1
Defense 1
Movement Speed 4
DPS N/A
Attack Range N/A
Rationale:
A beneficial monster that players will want to look out for and avoid killing will add diversity to the gameplay. Players will have to choose between trying to let it through by powering down their defenses or just killing everything and missing out on bonus dust.
Behavior: Rushes all the way to the crystal pod and attacks it. It's fast, but doesn't deal much damage. This mob should make the player think twice before entering a room, always sending a hero to defend the crystal before opening a door. If possible, this mob should be encountered only in the last floors, as a difficult mob.
Stats
HP Max: 4
Defense: 1
Movement Speed: 4
DPS: 1
Range: 1
Name: Glitcher
Behavior: This mob temporarily disables all minor modules in the neighboring rooms, once it is released. As it moves on to other rooms it keeps disabling minor modules. It does minimal damage to the heroes. It should make the player think more strategically when it comes to building minor modules. This mob could spawn anywhere in the dungeon (any floor).
Stats
HP Max: 3
Defense: 2
Movement Speed: 1
DPS: 2
Range: 3
Name: Doppelganger
Behavior: This mob spawns when the player opens a door or a cryo-chamber (one of those that spawn food, or a hero at the cost of industry). The Doppelganger is an identical copy to one of the characters (random hero, same level as him, no items).
Stats
HP Max: -
Defense: -
Movement Speed: -
DPS: -
Range: -
Sorry if any of these mobs where called by anyone before me, five pages of ideas = tl;dr.
Priority target: heroes> minor modules > major modules
Special Gameplay: always tries to get to powered rooms asap, ignores heroes in unpowered rooms (when room is powered down he immediately tries to change locations)
This snake lives on light, when in unpowered room he is very weak. After entering lighted room his skin starts to harden giving him increased defence and he gains the ability to attack with absorbed light (thus the attack range increases). Kill him before he reaches powered rooms or unpower room to reduce his stats.
2. Code Name: Crystal Eye
Behaviour:
Priority target: major modules > minor modules > artifacts
Special Gameplay: one hit on any module or artifact disables it for 4 turns, after disabling current target monster skips to the next one
Stats:
HP max: 2
Defence: 2
Movement Speed: 3
DPS: 1
Attack Range: 1
Rational:
This crystal star like monster can take over any module or artifact by inserting its core into targets.
3. Code Name: Medusa
Behaviour:
Priority target: heroes
Special Gameplay: waits for hero in the spawn location, while in that room player cannot power it up, uses aoe attack that turns to stone everything in the field of view for 5 sec
Stats:
HP max: 3
Defence: 3
Movement Speed: 1
DPS: 3
Attack Range: 1, whole room - attack that turns to stone
Rational:
Her eyes turn everything to stone for a set amount of time, this attack can be used only once after she spawns. Heroes with debuff cannot move or attack, but their defence is increased. Use fast hero and hit&run tactic or sacrifice one hero for medusa to use her stone gaze and bring the rest after that.
This is an assassin monster that picks off poorly-defended heroes. Against solid defences it might not get off a shot, or not more than one. If the heroes are swamped or on their own then they will get into trouble.
Behaviour: It charges its weapon for several seconds and then delivers large damage, with a priority target of heroes.
Stats:
- HP Max: 2
- Defence: 2
- Movement Speed: 1
- DPS: 4+ but slow to shoot
- Attack Range: 4
Rationale: players often defend rooms on the "wrong side" of the crystal with a hero and a couple of light weapon sub-modules, and expect to fight the big battles in the maze on the way towards the exit. This might eat up that sort of defence, requiring that more supervision is given to the outpost.
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