
Roguelike Dungeon Tycoon
Welcome to your new job as a roguelike dungeon creator! Your task is to make dungeons for heroes to try and run through over and over. Important: If you're interested in receiving updates on when new builds are uploaded there are two options. One, you can follow me on itch as I'll be posting devlogs with each new build and itch should notify you depending on your settings. Two, you can download the "Thank you!" text file which will make you an "owner" and I can email you directly when a new build is posted. This was the best way I could find to do notifications but if you have any ideas on a better way, please let me know! Rules: The cards at the bottom are used to play chambers on the map. The chambers must go from the starting chamber (the yellow one on the left) to the ending chamber (the one on the far right). If the hero can't get to the ending chamber they'll just sit there and starve to death. There are 4 different types of chambers: - Trap (spikes) - a pass/fail trap that will damage the hero if they fail. - Puzzle (switch) - a puzzle that takes time to solve - Combat (sword) - a monster you have to fight Each chamber has a chance of giving you some gold. A higher agility stat increases these odds. The gold can be used to buy a random chamber card. The cards cost 3 gold. The hero has two vitals that they need to manage. Health and hunger. Hunger ticks down steadily the entire time the hero is in a dungeon but resets when they finish the dungeon. Health is damaged by traps and monsters. The three stats are: - Agility - Gives you a better chance at avoiding traps (The ranger has more agility) - Wits - Helps the hero solve puzzles faster (The wizard has more wits) - Fighting - Makes you fight better (The warrior has more fighting) That's it, try to survive as many dungeons as possible! What data is being captured for the analytics? No user data is being captured other than an anonymous signifier of your play session so I can group the captured data by session. If you're curious, here's exactly what I'm capturing in version 0.2: Which hero is pickedWhat killed the hero (hunger or health)The outcome of trap chambers and what agility the hero hadEvery time a hero succeeds or fails a puzzle and their witsWhen the hero crits, hits, or misses a monster, how much damage they do, and their fighting statWhen a monster hits or missesWhen the hero picks up a health potion and how much health it healsWhen the hero gets gold and their total goldWhen the dungeon is incomplete causing the hero to starve to deathWhen the player buys a card and how much gold they haveWhen the player attempts to buy a card but doesn't have enough gold Let me know if you think I should track any other data.
Landon 58 followers· portfolio 15 View creator →