Logo Platform
logo amplifiers simplified

Improving replayability of Endless Dungeon

Copied to clipboard!
a year ago
Nov 24, 2023, 7:59:27 AM

There is no randomized anything. Rare weapons have no extra chance for extra damage or extra traits or other wild and crazy stats to make it amazing to see one drop, it's just another weapon, but this one is green not Grey.


There was the recent update, but it did not balance the game, you just nerfed everything because you did not like the way people were using the tools you gave to use, which both feels, and sounds bad.

Most weapons felt terrible to use before and after getting all their mods, and now they even feel worse because they deal less damage.


There is a core flaw in this game. Combat does not directly lead to character power progression(in session); exploring does, which means combat is to be avoided at all cost. A core part of your game, combat, what you play the game for, is not incentivized with rewarding anything for actually surviving it. For that you have to open a door.

If all the doors were opened up and it was just endless waves of enemies, you would very quickly loose, because of the lack of character power progression within combat itself.

Updated a year ago.
0Send private message
a year ago
Nov 26, 2023, 3:35:22 PM

The game is fun me and my frienfs talked about a mode like binding of isac where you can after the endboss start directly a new run with all the upgrades. Or more random events that can happen mini boss spawn or something to defend or something totaly different. And maybe we can use oure scrap during a run for something only for the chest and i have still now 60k

I play most of my time games like r6 or warframe

0Send private message
a year ago
Nov 26, 2023, 3:57:29 PM

POINT 1: Make special waves happen more often please, they seem to only happen once per run, and they add uniqueness to each run!! (also it seems that special waves are bugged right now, they don't seem to last as long as intended)

POINT 2: More variations on bosses and add more RNG elements to them, right now as a rogue like there is too many ways to get the best stuff and fight the easiest bosses giving too much power of choice to players and this is a bad thing, they can just get what they want in each run this lessens variation.
especially since the recent patch removed some RNG from the shop.

0Send private message
a year ago
Dec 8, 2023, 12:30:51 PM

I'm sure someone has possibly made this suggestion, but the addition of a survival mode may enhance re-playability. Say, (3) heros start in a single room, and fend off successive waves of monsters. Throw in a means of upgrades, gaining resources for turrets, a couple mini-boss/ultra monster types for added adrenaline, and a timer for leaderboards. 

0Send private message
a year ago
Dec 15, 2023, 7:16:18 PM

Hi, me again, sorry lul. Well, I've been playing some other games, paying more attention to stuff and noted some things that I think could be worth looking at. Also, I took a lot of showers since my last post (as one would not only imagine, but recomend) and it gave me a lot of random ideas:


edit: maybe having enemies dropping temporary shield globes/shards/thing you collect could enable more melee or close combat playstyles and builds in the future /edit 


Random stuff first:

A risk/reward idea: opening doors during waves not only empowers the waves for each door, but also gives stats bonuses (+5% crit chance til wave ends for every door opened after wave triggered) or resources bonuses (adds +1 resources to the total a door gives for every door during this wave), or have higher chances to trigger a very hard event or enemy (after third door, lets say) that drops good shit. like, AWESOME shit. It might be interesting if this enemy also gave industry. So it's kinda a gamble. I can prepare some very expensive but nice defenses to see If I can get even more resources than what I invested. If I fail, well, fuck me. If I see I’m in a very good window on the scaling, lets say, I got a super good weapon, Had luck with the turrets I wanted and My characters got a nice synergy in their build with my tools and against this particular challenge. I can have the option to get bold and risky, and have a nice reward if I succeed. Or back to the saloon. An optional mini game that helps you beat the big game. This could be synergetic with time sensitive bonus, missions or challenges, like arriving early at a room on a floor to find a npc before the fucker leaves with no trace but a note, or something like that.



weapons:

-there is a weapon in Prey that shoots chunks of “glue”. It can create (destructive) structures that could be interesting here to wave control small corridors. Also it paralyzes enemies for a while, so you can melee them. Can be a trap turret too

-weapon (or turret) that launches a small elemental beast that chases and marks one enemy and applies elemental crit effect. If a marked enemy dies, nearby monsters are also marked and crit effects are applied. This mark can be a debuff that spreads on kill too, idk

 
-mine thrower that explodes when the shove button is pressed. If shove hits an enemy, the explosion is empowered. modifiers: Slows enemies affected by Unexploded mines // the longer you wait to trigger it, the bigger is the explosion.

-bouncing weapons: weapon that deals more dmg the more the projectile bounces at walls or bounce at floor. You know, like a ball that gets angrier the more it bounces in a direction. Maybe a weapon//modifier that launches a ball that gets bigger the more it travels or bounces. and another modifier that makes it explode, slow, stun, pull enemies, idk

-weapon mod: teleguided shots, so we can shoot from up to 90 degrees (imagine the possibilities)


-cursed weapon: deals 1% of your hp as dmg (until you have like, 40%hp? maybe 30%?). adds lost hp% to atk bonus. Can stack with other similar effects, like hero upgrades and whatever.



Turrets


-weapon dock turrets: a turret that allows you to instal a equipable weapon on it. So the guns you found and are not good enough to be carried, can have a fun use. Having a "trash weapons I found on the floor" menu could be a really QoL, so we chose the weapon we want to install in the turret from the menu, instead of running around for minutes to adjust everything.


-trigger turret, when shoved, all barrel turrets in room explode; or, when shoved, all turrets in room lose x% hp based on wit of shover, but gets the same amount as atk% dmg for 3 seconds. Another way to burst stuff by sacrificing turrets. Synergy with the healing turret and the explosive barrel turret. If there are modifiers to these turret explosions, like, damage turned into cc or debuff stuff, you can build some really cool setups. I miss this very much. Having to strategize on the turrets setup on the room.


-portal turret: every 5 secs warps every monster in the area to another portal turret


-scout turret: Every 30s it automatically moves to another room and docks in another slot. A “turret” you install and forget about it or a roguebot you find in a room and starts helping you by scouting rooms it can slot itself. idk


-”programable” turrets, if condition met do this, if not do that. So a single turret can do 2 things

-turret that charges by getting damaged. An angrier version of the hologram turret. After losing 50% hp it does area dmg, after dying it does it again. Can be a modifier for the hologram turret



Other?: 


-consumable or optional event: triggers a wave and makes you earn resources per monster killed during 30s. After 30s the wave ends. Alters gameplay optionally. Makes you play riskier, like spreading your heroes to gather resources from more places and invading spawn points to make the last seconds worth, but with a nice reward if you want it. 


-distance sensitive bonuses: +dmg% the further the shot traveled (or the further the enemy is, or the closer, idk). +% chance of applying a specific on random stats the more or less the shot travels, etc

-monster drops: monster could drop stuff that vanishes after some time. Like small health globes or buff globes. +small% firerate for some seconds when getting the drop. Or reallysmall% permanent buffs. Don't make it drop in waves triggered by moving the bot to avoid exploits… or allow it, idk

-can we have temporary pets we find during runs? Pets that give different bonuses depending on its race, bark at monsters making them vulnerable, piss on turrets nearby buffing them... no? too much? maybe like a reward from the "protect or kill the funny egg about to hatch in this cool room" event? no? ok :(

-better visual feedback: Like monsters lured by bunker/hologram effect, turret’s buffs coming from shove duration (maybe an arc on the floor below turret), stun duration, etc. Afraid this would overflow the game with information, but this is something I really miss. 



Steles (specially the neutral/orange ones)


I think having more of this per floor could be interesting. And having three options: pay 2 dust, doubling both the good effect and the bad effect; 1 dust to turn it off aaaaaaand fight it to turn it off. The stele guardian needs to be added to the game first, but that's ok, we have time. Now let's say you really pissed off the stele guardians during the run. They will try to stop this madness on a floor ahead... Or, if you please them by offering enough dust at the steles you found, they might give gifts or help you in the future… Like activating a good/bad/neutral stele at bosses that alter how the boss (or the floor) is played.

Even without the trippy guardian thing, having more neutral steles per floor and adding more effects to them could really refresh the runs and add to replayability. Even more if we can spend dust to not only deactivate the steles, but also enhance them. "30% more dmg against monsters, 30% more mov speed to monsters" spend dust to make em both 60%.

-"Time" (door) sensitive steles: For the next 3 doors you get double the resources, but always trigger waves. Let me enhance it to get it for the next 6 doors.

-Modifing steles: All blobs in floor turned into bots. Light damage now heal bots.




Other games:



Roboquest: I played a lot of a game that was launched recently called roboquest. Its a fps roguelite, super fun, anyway. I think this game is a great example of good synergy and how different weapons feel mechanically. I actually have some screenshots of it as examples, but I don't know if it's cool to share them here. Anyway, I think it's worth looking at some gameplay. They have very interesting elemental types and effects that you can build around.

So, imagine this: you bought a good passive that gives "100%crit chance on your first shot after reloading the weapon", so you are looking for a sniper (few high dmg shots, gonna reload a lot), but all you got was a smg (lots of small dmg shots). Its ok, it's still useful, let's keep looking. Then you got a passive that makes "crit damage having a high chance to explode" (now you single target sniper does area damage). Then you got a upgrade that makes "damage done to monsters hit by an explosion having increased %critchance", then you get a affix on another smg that makes you have "increased fire rate after dealing explosion dmg". Wait a sec, I don't need a sniper anymore, I can use the "100%crit chance at first shot" thing as an enabler to trigger explosions periodically and buff my atkspeed (so, reloading more often). And now you a have a fucking awesome extremely fun run. (I made up some of these stuff, but others don't, just an example).

Now, let's say that instead of giving "100%crit chance on your first shot after reloading", you get it "after swapping between primary and secondary weapons". Let's say that you also got the "crit shots deal explosion" passive, and your character has a "burn on explosion dmg" upgrade and a "weapon dmg added to explosion dmg". Also, you get an "increased explosion radius against elemental affected enemies”. Your wet dream is walking around with two snipers and swapping them every few shots, since you automatically reload the weapon that is not being used, hence not losing rhythm. That's an insane level of fun, synergy and adaptability for me. (again, made up some stuff). 


Also, another cool thing about roboquest is that you are always changing weapons (so, new possibilities) to match the lvl of the enemies the more you advance on the run - weapons have levels, if you don't upgrade them or get new ones, your damage falls behind the more you advance - So you can keep adding or adapting the build. Also, the weapons have a possibility to have a (random, I believe) alternate fire mode. Sometimes you get a shotgun shot to your grenade launcher as an alternate fire, sometimes it boosts fire rate, teleguided missiles, etc. Looting in this game is not only extremely fun, it's also extremely meaningful. Because it makes sense to always look for new stuff since they have higher levels and naturally do more dmg. You can keep old weapons, you just have to upgrade them, but new weapons often come in higher tiers too, so more affixes and more possibilities to change your build during runs.

And lastly, Roboquest enemies drop health globes that heal you for 1hp. These globes vanish after a short time, so you are encouraged to dive in to heal yourself. Rewarding you for going melee sometimes. There is even a weapon that is a pair of fists, full melee, that I think drops more healing orbs when killing enemies. So melee builds are super viable too, because there are movement upgrades and passives that help you close gaps even if you are not using the more melee oriented class.



Death Must Die: Another game I played is Death Must Die. It has great synergy examples too, I would look out for it. Also, it’s meta progression is interesting. It’s basically built around the equipment your characters find during runs, buy at a vendor in the lobby or trade with each other and that you can keep between runs. These items have some base stats, some affixes, and stuff. Although they act more like stat sticks rather than build definers, they open a lot of possibilities to new builds, so looting here is also very interesting, even if just for selling trash in hopes of getting something good on the vendor later.



Dead State secondary weapons vanish after they get out of ammo, so you are always looking for another. Also, there are some interesting weapons mechanichs and synergies here. Like capping your max money at some value, but when getting to this value, all dmg% is increased and every money drop becomes another thing. 



Curse of The Dead Gods has something called Offhand Combo (I believe this is it in english), where your secondary weapon finishes the atack combo and can have different effects dependending on the weapons types and affixes you have equipped. (offhand combo always crits, breaks defense, etc).



From Space: some good examples of encounters, different weapons mechanics and another game that encourages you to swap between equipped weapons by dropping ammo for all weapons types but the one you are killing the monster with. If you only use one weapon, you run out of ammo. It doesn't have to be ammo here, it can be temporary elemental power or critchance for all elements but the one from the weapon you are killing the monsters with.



Ending, finally:

 

Hopefully this wasn't a pain or too confusing to read because it ended up being waaay bigger than intended, again lul. I wrote all those feedbacks/ideas posts cause I really enjoyed the vibe of ED and I think you have a cool game that can become an awesome game. 


Not saying that ED has to solve things the same way as these games, some things, like headshots, don't really apply here. I just brought them as examples of games that did well, in its own universe of possibilities and identity, things that I consider to be lacking or underwhelming (like synergy, looting and weapon mechanics) in ED.


And by no means I think that my ideas are the only way to do stuff, they are just some food for thought and things that as a player of the roguelike genre I think could really fit here. Thanks again for being open for feedback and the community ideas! Have a nice week and happy holidays!

Updated a year ago.
0Send private message
a year ago
Jan 13, 2024, 7:16:54 PM

Endless Dungeon is a gorgeous game with fun gameplay. I hope you continue developing content. 


I play mostly "arcade style" multiplayer games such as Deep Rock Galactic and Helldivers (where you load up a short mission or match, then succeed or fail, and then opt to launch another mission or call it a night). This mission style is convenient to play with busy adult friends.

Roguelites that I've enjoyed include Darkest Dungeon & Hades. 


I'm in the camp of giving the player more choice, not less. Runs where I don't choose the path feel like I have less agency. Instead give me more meaningful choices everytime that I'm prompted to make a choice. (One of Helldivers most compelling base choices is allowing the player to choose their exact starting location when launching the next run.)

  • What will make you play more runs? 

Darkest Dungeon, Hades, Deep Rock, and Helldivers, have two gameplay loops that feed into each other: 


1. base phase: setting up for a run.

2. The mission.


Completing a mission grants a reward that the player fiddles with at base. Then the player is compelled to try the new reward in a new run. 


Returning to base offers a surprise every time (aka base events). Each base phase is series of management choices that sets the player up for a new run, often by presenting the player with a unique challenge for a unique reward (and the choice is unavoidable or not easily ignored). The player has to opt in or out of the challenge for their next run. 


IMHO, the most compelling base event in the game currently is what song the band is playing. It's charming, but this event has no effect on the next run. 


Endless Dungeon could provide the player unique but limited time opportunities (that are unavoidable - a choice has to be made even if it's to opt out of a challenge).


Fassie could recommend a drink that offers a unique reward like starting with extra dust. Comrade could request you field test a weapon or turret (on a specific enemy type) which gives it to the player as a starting option. 

Bunker offers bounties that leads to a mini boss with a unique reward.

Blaze sells you dynamite to blow away debris blocking a special door that hides a chest.


Currently:

Fassie offers all drinks and all rewards are always the same, chips. The reward is not compelling since we can earn chips by playing a level. (So, why opt for a drink?)


Chests found in a level are opened without a thought -the choice is a given. We don't have to choose between two chests and we don't have to spend keys to unlock them.


We can buy chests but there's no choice because we can only buy one. Once the player has enough scrap they always purchase the high end choice. The choice is practically made for the player. 


Give the player more choices at base to set up for a run. Let us buy 3-4 items to bring into a run: turret chests, weapon chests, keys, device chests, single use maps that reveal what's behind adjacent doors, etc so we have to make choices. 


Give the player opportunity cost choices and make rewards generous. Don't be stingy with currency or spike the costs. The cost is the opportunity. 


We play another run if there is a challenge or goal that one of my friends is trying to accomplish. Endless Dungeon character missions are a similar mechanic but those were only 4 steps. 


Deep Rock has a season pass that offers cosmetic rewards. We also chased weapon modifiers (called overclocks) that vastly altered a weapon's behavior. I think a cosmetic season pass would fit for Endless Dungeon. However, I feel weapon modifiers should be discovered during a run since it is a roguelite.

  • Is there a specific area or element that you would like to be expanded/improved (weapons, variety of upgrades, unique modifiers, etc)?

1. Weapon & turret modifiers that change the behavior of the weapons/turrets drastically. (A holo turret that returns damage, a napalm turret that leaves aoe).


2. Modifiers for character skill and ultimates. (Blaze's dynamite could turn into tesla spikes, his ult could electrify the room he's in and maybe turn on the power?)


3. More mission events. We have blackouts & crystal shard events that mix up a run. We need more of these. 


       Can the bot hack something?

       Bounties?

       Challenges where you need to use a specific element (turret or weapon): power a grid with electricity, dissolve a lock with acid?

       Destroy the mega nest/spawner?

       

4. More bosses

  • What in the meta progression should be improved/added to motivate doing more runs?

I don't think the game needs more difficulty levels. (At least until issues like variety and balance are addressed.) The game would just turn into a grind slog without adding more variety. 


I think the game could use more narrative content. It seems like the ending is the same for every single team combination. Also, their personal missions lack story cinematics as rewards. 



0Send private message
a year ago
Jan 13, 2024, 7:39:47 PM

Wanted to add:

On the elevator, the player is given a choice for the 2nd and 3rd floor locations but there's no info or consequence given to make the choice compelling.


Modifiers or intel could be added to this moment of choice. 


i.e. 

Life incubator has a crystal shard.

Factory has a gold chest

Or

Life incubator (gain random device)

Factory (gain random resource)


Now, the player deliberates over the choice.


DErock wrote:

Endless Dungeon is a gorgeous game with fun gameplay. I hope you continue developing content. 


I play mostly "arcade style" multiplayer games such as Deep Rock Galactic and Helldivers (where you load up a short mission or match, then succeed or fail, and then opt to launch another mission or call it a night). This mission style is convenient to play with busy adult friends.

Roguelites that I've enjoyed include Darkest Dungeon & Hades. 


I'm in the camp of giving the player more choice, not less. Runs where I don't choose the path feel like I have less agency. Instead give me more meaningful choices everytime that I'm prompted to make a choice. (One of Helldivers most compelling base choices is allowing the player to choose their exact starting location when launching the next run.)

  • What will make you play more runs? 

Darkest Dungeon, Hades, Deep Rock, and Helldivers, have two gameplay loops that feed into each other: 


1. base phase: setting up for a run.

2. The mission.


Completing a mission grants a reward that the player fiddles with at base. Then the player is compelled to try the new reward in a new run. 


Returning to base offers a surprise every time (aka base events). Each base phase is series of management choices that sets the player up for a new run, often by presenting the player with a unique challenge for a unique reward (and the choice is unavoidable or not easily ignored). The player has to opt in or out of the challenge for their next run. 


IMHO, the most compelling base event in the game currently is what song the band is playing. It's charming, but this event has no effect on the next run. 


Endless Dungeon could provide the player unique but limited time opportunities (that are unavoidable - a choice has to be made even if it's to opt out of a challenge).


Fassie could recommend a drink that offers a unique reward like starting with extra dust. Comrade could request you field test a weapon or turret (on a specific enemy type) which gives it to the player as a starting option. 

Bunker offers bounties that leads to a mini boss with a unique reward.

Blaze sells you dynamite to blow away debris blocking a special door that hides a chest.


Currently:

Fassie offers all drinks and all rewards are always the same, chips. The reward is not compelling since we can earn chips by playing a level. (So, why opt for a drink?)


Chests found in a level are opened without a thought -the choice is a given. We don't have to choose between two chests and we don't have to spend keys to unlock them.


We can buy chests but there's no choice because we can only buy one. Once the player has enough scrap they always purchase the high end choice. The choice is practically made for the player. 


Give the player more choices at base to set up for a run. Let us buy 3-4 items to bring into a run: turret chests, weapon chests, keys, device chests, single use maps that reveal what's behind adjacent doors, etc so we have to make choices. 


Give the player opportunity cost choices and make rewards generous. Don't be stingy with currency or spike the costs. The cost is the opportunity. 


We play another run if there is a challenge or goal that one of my friends is trying to accomplish. Endless Dungeon character missions are a similar mechanic but those were only 4 steps. 


Deep Rock has a season pass that offers cosmetic rewards. We also chased weapon modifiers (called overclocks) that vastly altered a weapon's behavior. I think a cosmetic season pass would fit for Endless Dungeon. However, I feel weapon modifiers should be discovered during a run since it is a roguelite.

  • Is there a specific area or element that you would like to be expanded/improved (weapons, variety of upgrades, unique modifiers, etc)?

1. Weapon & turret modifiers that change the behavior of the weapons/turrets drastically. (A holo turret that returns damage, a napalm turret that leaves aoe).


2. Modifiers for character skill and ultimates. (Blaze's dynamite could turn into tesla spikes, his ult could electrify the room he's in and maybe turn on the power?)


3. More mission events. We have blackouts & crystal shard events that mix up a run. We need more of these. 


       Can the bot hack something?

       Bounties?

       Challenges where you need to use a specific element (turret or weapon): power a grid with electricity, dissolve a lock with acid?

       Destroy the mega nest/spawner?

       

4. More bosses

  • What in the meta progression should be improved/added to motivate doing more runs?

I don't think the game needs more difficulty levels. (At least until issues like variety and balance are addressed.) The game would just turn into a grind slog without adding more variety. 


I think the game could use more narrative content. It seems like the ending is the same for every single team combination. Also, their personal missions lack story cinematics as rewards. 




0Send private message
a year ago
Feb 1, 2024, 1:34:23 PM
DErock wrote:

Endless Dungeon is a gorgeous game with fun gameplay. I hope you continue developing content. 


I play mostly "arcade style" multiplayer games such as Deep Rock Galactic and Helldivers (where you load up a short mission or match, then succeed or fail, and then opt to launch another mission or call it a night). This mission style is convenient to play with busy adult friends.

Roguelites that I've enjoyed include Darkest Dungeon & Hades. 


I'm in the camp of giving the player more choice, not less. Runs where I don't choose the path feel like I have less agency. Instead give me more meaningful choices everytime that I'm prompted to make a choice. (One of Helldivers most compelling base choices is allowing the player to choose their exact starting location when launching the next run.)

  • What will make you play more runs? 

Darkest Dungeon, Hades, Deep Rock, and Helldivers, have two gameplay loops that feed into each other: 


1. base phase: setting up for a run.

2. The mission.


Completing a mission grants a reward that the player fiddles with at base. Then the player is compelled to try the new reward in a new run. 


Returning to base offers a surprise every time (aka base events). Each base phase is series of management choices that sets the player up for a new run, often by presenting the player with a unique challenge for a unique reward (and the choice is unavoidable or not easily ignored). The player has to opt in or out of the challenge for their next run. 


IMHO, the most compelling base event in the game currently is what song the band is playing. It's charming, but this event has no effect on the next run. 


Endless Dungeon could provide the player unique but limited time opportunities (that are unavoidable - a choice has to be made even if it's to opt out of a challenge).


Fassie could recommend a drink that offers a unique reward like starting with extra dust. Comrade could request you field test a weapon or turret (on a specific enemy type) which gives it to the player as a starting option. 

Bunker offers bounties that leads to a mini boss with a unique reward.

Blaze sells you dynamite to blow away debris blocking a special door that hides a chest.


Currently:

Fassie offers all drinks and all rewards are always the same, chips. The reward is not compelling since we can earn chips by playing a level. (So, why opt for a drink?)


Chests found in a level are opened without a thought -the choice is a given. We don't have to choose between two chests and we don't have to spend keys to unlock them.


We can buy chests but there's no choice because we can only buy one. Once the player has enough scrap they always purchase the high end choice. The choice is practically made for the player. 


Give the player more choices at base to set up for a run. Let us buy 3-4 items to bring into a run: turret chests, weapon chests, keys, device chests, single use maps that reveal what's behind adjacent doors, etc so we have to make choices. 


Give the player opportunity cost choices and make rewards generous. Don't be stingy with currency or spike the costs. The cost is the opportunity. 


We play another run if there is a challenge or goal that one of my friends is trying to accomplish. Endless Dungeon character missions are a similar mechanic but those were only 4 steps. 


Deep Rock has a season pass that offers cosmetic rewards. We also chased weapon modifiers (called overclocks) that vastly altered a weapon's behavior. I think a cosmetic season pass would fit for Endless Dungeon. However, I feel weapon modifiers should be discovered during a run since it is a roguelite.

  • Is there a specific area or element that you would like to be expanded/improved (weapons, variety of upgrades, unique modifiers, etc)?

1. Weapon & turret modifiers that change the behavior of the weapons/turrets drastically. (A holo turret that returns damage, a napalm turret that leaves aoe).


2. Modifiers for character skill and ultimates. (Blaze's dynamite could turn into tesla spikes, his ult could electrify the room he's in and maybe turn on the power?)


3. More mission events. We have blackouts & crystal shard events that mix up a run. We need more of these. 


       Can the bot hack something?

       Bounties?

       Challenges where you need to use a specific element (turret or weapon): power a grid with electricity, dissolve a lock with acid?

       Destroy the mega nest/spawner?

       

4. More bosses

  • What in the meta progression should be improved/added to motivate doing more runs?

I don't think the game needs more difficulty levels. (At least until issues like variety and balance are addressed.) The game would just turn into a grind slog without adding more variety. 


I think the game could use more narrative content. It seems like the ending is the same for every single team combination. Also, their personal missions lack story cinematics as rewards. 



Oh, base events and preparing for the next run, this could be really cool. I played some helldivers and a lot of the strategy began even before deploying for mission. That could be a very interesting idea to bring to ED. More meaningful choices on the saloon.

great post

0Send private message
a year ago
Feb 5, 2024, 6:10:56 AM

I love the game, but it still needs more content. Compared to the original DotE it definetely has a lack of it. 


My suggestions for Endless Dungeon will be:
1) An Endless Day event in this game. We have it in every other game of the series, but still there is nothing like that here.
2) More characters to play. Original game had a tons of them compared to ED. (I hope to see melee, casters with no weapon, operating/upgrading stuff chars... and Opbot ofc!).
3) More minor and major modules. (those odd and fun to play like keep cannon that was useful when you had a ton of science or pepper spray)
4) More gameplay changing weapons. (Melee: Katanas, light sabers, hamers etc.)
5) Some new passives that activate only when certain characters are together (depends on their friendship/rivalry)
6) New bioms. Some of them might even have special atmosphere or stuff to do (E.g.: Freezing part of the ship that slows everyone down and turning modules off in the coldest rooms if you don't spend dust/interact with heat generator in some rooms.)
7) New monsters, monster families and bosses. It's always fun to slay more different stuff.
8) New dungeon events (like meeting someone who can give you a hand surviving on a floor, elite shopkeeper, hostile survivor or even a pug?)
9) More routes to the core or even different station wings (that are like pods from DotE)

Also, I forgot to note that DotE and Risk of Rain have eaten half of my lifetime and I insanely love these games. The mix of tower defence + roguelike + retro space atmosphere got me stuck in DotE for years. So I hope Endless Dungeon will become another black hole that I'll be sucked into in the future!

Updated a year ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message