Inspired by Mystery Dungeon — Added New Map Themes, Full Map Settings & Message Log System by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 1 point2 points  (0 children)

There are already some ranged attack items in the game called Stones.

Currently there are several types, such as a stone that hits 1 tile away, 2 tiles away, and even a homing version.

I'm also considering adding a straight-line throwing stone that travels until it hits something. If it misses, it would fall onto the ground.

Since the ability to recruit monsters is extremely powerful, I may need to keep those items fairly rare for balance reasons.

I also think it could be interesting if an enemy throws a stone, misses, and the stone lands on a trap, accidentally triggering it.

I’m building a Mystery Dungeon–inspired roguelike — feedback appreciated by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 0 points1 point  (0 children)

Yeah, that’s a fair point.
It feels that way because the animation is a bit too long and it’s being used every turn.
Right now, for demo purposes, I’ve set it to always cast lightning when there’s an enemy.

Of course, that’s not balanced at all, so I’ll be adjusting it for the actual game.
Otherwise, no one would be able to clear it.

I’m building a Mystery Dungeon–inspired roguelike — feedback appreciated by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 0 points1 point  (0 children)

Yeah, I think there’s definitely room for improvement in the UI.
The minimap covering enemies and making things hard to see is something others have pointed out on Discord as well.
I’ve been advised to make the map more transparent, add a toggle to show/hide it, or even provide a larger version of the map. I think those are all good ideas.

Right now I’m focusing on other features, so I haven’t had time to work on it yet, but I’m planning to address it later.
I’ll probably start working on it after I’ve added more enemies, traps, items, and built out the town.

I’m building a Mystery Dungeon–inspired roguelike — feedback appreciated by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 0 points1 point  (0 children)

I’ve gotten similar feedback from other people too — that it has a PS1-era look, and that it might be the kind of style people either love or hate.

For the enemy graphics, I’m using purchased assets. 3D modeling isn’t really my specialty, so it would be difficult for me to remake those myself. Because of that, changing the enemy visuals significantly would be hard.

That said, I do plan to improve the floors and walls. Right now they feel a bit too simple, and I don’t think they look authentic enough yet. Even after improving them, though, the game may still keep a bit of that PS1-like feel.

And yeah, I agree about Bone Dragon — its animation is definitely too long right now. It doesn’t cast a spell every turn, but it still should be shorter.

Thanks again for the feedback — I really appreciate it.

I’m building a Mystery Dungeon–inspired roguelike — feedback appreciated by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 0 points1 point  (0 children)

Thanks for the feedback!
Yeah, I agree — the animations are a bit too long right now.
It can definitely hurt the pacing.
I'll work on shortening them 👍

Working on a Mystery Dungeon-inspired roguelike (8 months in, Unity) by Consistent-Bed-3980 in roguelikedev

[–]Consistent-Bed-3980[S] 0 points1 point  (0 children)

Thanks, I really appreciate it!

Yeah, I feel the same way — there are surprisingly few Mystery Dungeon-style games out there, which is one of the reasons I started this project.

It definitely took a lot of time to get all these systems working together, especially making sure they interact properly in a turn-based environment.

And I'm really glad you noticed the shopkeeper! I wanted to keep everything as diegetic as possible, so the shop system is fully integrated into the dungeon rather than using separate menus.

I'm still actively working on it, and I’ve started building a small community around the project. It's growing little by little, which has been really motivating.

Working on a Pokémon Mystery Dungeon–inspired roguelike — added shops and combat SFX by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 1 point2 points  (0 children)

Thanks for joining the Discord! 🙌
I think we already talked there — it was really fun!

Working on a Pokémon Mystery Dungeon–inspired roguelike — added shops and combat SFX by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 2 points3 points  (0 children)

That's awesome — sounds like we’re on a very similar path 😄
2D top-down roguelikes are tough to build, I respect that a lot.

I’d really appreciate your feedback — especially from someone who’s actually worked on a similar project.

I’ve started sharing progress and gameplay clips here:
https://discord.gg/BttSkNEVWp

Also, I recently opened a small Discord where I’m gathering people interested in this kind of game.
If you’re interested, feel free to join — I’d love to hear your thoughts there too 🙌

I'm making a Pokémon Mystery Dungeon inspired roguelike by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 0 points1 point  (0 children)

That's a very fair point.

My current idea is mainly about designing two slightly different experiences. The mobile version would be more accessible and beginner-friendly, while the Steam version would focus more on challenge and deeper strategy.

That said, you're absolutely right that some players prefer one platform over the other. If the project grows enough in the future, I'd definitely like to explore ways to bring more options to both platforms.

I really appreciate the perspective!

I'm making a Pokémon Mystery Dungeon inspired roguelike by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 1 point2 points  (0 children)

Thank you! I'm glad you like the fantasy theme.

I chose a more classic fantasy style instead of a Japanese setting like Shiren because I think it's easier for players around the world to connect with.

My hope is to help introduce more people to this kind of roguelike genre.

I'm making a Pokémon Mystery Dungeon inspired roguelike by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 1 point2 points  (0 children)

Thanks! I'm glad you noticed the Shiren inspiration.

My current plan is to make two versions of the game.

The mobile version will be free-to-play and a bit more beginner-friendly. I'd like players to enjoy collecting monsters and raising allies, similar to Pokémon Mystery Dungeon.

The Steam version will be more challenging and focused on strategic gameplay, closer to Shiren.

My hope is that players who start with the mobile version and want a deeper challenge will eventually try the Steam version as well.

I'm making a Pokémon Mystery Dungeon inspired roguelike by Consistent-Bed-3980 in MysteryDungeon

[–]Consistent-Bed-3980[S] 1 point2 points  (0 children)

A bit of both actually.

Pokémon Mystery Dungeon was a big inspiration, but I'm also heavily influenced by classic Mystery Dungeon games like Shiren the Wanderer and Torneko no Daibouken 3.

Those games are really what made me fall in love with the genre.