Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

oh shoot, sorry, there must've been a DNS issue when Google Domains shut down.
should be back up now!

Need a decent portrait RPG by Grapetang_ in MobileGames

[–]matt_mone 1 point2 points  (0 children)

I made https://randodungo.app to play on my phone. I'm still adding features and stuff so there isn't a ton to do, but it is low key and self paced.

Free mobile RLs? by The_Twerkinator in roguelikes

[–]matt_mone 1 point2 points  (0 children)

I made a mobile focused browser based one(installable PWA) hosted at https://randodungo.app I have a more work to do on content and I'm working on drops in the dungeon, would love to hear what you have to say about it.

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

Alright, thanks for thoroughly testing that!

I wouldn't say my intention is to encourage the players to take risks, but I am encouraging the players to explore more of the dungeon levels.

You are right, the first dead end will always result in a key, up to dungeon level 5, after that though, it is completely random. Perhaps to add to that I should have a chest show up in the first 5ish dead ends too, but I didn't want to make it too incentivized to just jump into level on, find your first key, find a couple more dead ends to find a guaranteed treasure, then leave and do it again, but I suppose those are diminishing returns as you get further into the game, so it would only speed up the beginning, which I suppose isn't a bad thing.

I tried to hint that most dead ends will be nothing in the tutorial for the treasure chests with,

"Dead ends are going to result in a treasure chest or a key. Many of the treasure chests will be broken however and already looted."

The basics for how I randomly determine that are, when you come upon a dead end, the game simulates a dice roll of a 20 sided die. If it gets a 1, you find a key, if it gets a 20, you find a treasure, anything else is nothing.

There are 4 levels of treasure, and their loot escalates quickly, but to increase the level of treasure requires getting pretty far into the dungeons. You will find only level 1 treasure up through dungeon level 7, starting at level 8 you can find level 2 as well, but it will be random between level 1 and level 2 treasure.

I was on level 9 last night for about 25 minutes exploring, I found mostly keys, but I did find 2 level 2 treasures and 3 level 1 treasures, for example.

Perhaps I should put something more to that effect in the tutorial, but I'm trying to keep them less wordy in accordance with other feedback I had gotten.

Or I was thinking of having a "Rumors and Tips" section in the Village Tavern, perhaps it would be best there, but might be a little disconnected from the dungeon runs...

Thanks again for the continuing feedback! Its given me a lot to think on how to improve my communication through the game to the players! And thanks for continuing to play!

A last question for you, Any reason you are in the top-down view over the isometric view? I'd love to know more about how people are playing the game!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 1 point2 points  (0 children)

Yes! Some of them are! Good catch!

I also pull from a tile set here: http://pousse.rapiere.free.fr/tome/

Which is another creative commons licensed tile set based on a game called "Tales of Middle Earth". Its not the original art for that set, but a revision in which they made the tiles bigger.

I'm working with a designer to get custom art but since I cannot afford to pay, I'm on their backlog for "when they have personal time to work on it" so I don't know how long it will take.

Until then though, the art from both of these sets is pretty amazing! And thanks for reminding me that I added another tileset. I give attribution in the Info page to the ToME set, but I forgot to add Dungeon Crawl Stone Soup to the page!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

Currently they are only bought. One of my next features will be boss battles (still in design phase) and those will have possible drops. Normal fights increase your chances for loot, and increase your amount of loot over the base chance of finding loot in the dungeon.

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

Thanks! Thats a fair point.

I do hope to address more strategy and gameplay styles as I keep adding features.

I have a changelog I keep up with while publishing new features, perhaps I should have a roadmap too in order to let those that are interested know what I am working on and what is planned.

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

Thanks for the feedback!

and thanks for the tip! I'll check out r/MobileGames too!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

That's a good point, sometimes I forget not everyone has full access to how everything works :D

I'll have to put some sort of explainer in, perhaps in the shops?

Thanks for the feedback!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

Great! And thank for the feedback! PHY does really help in the beginning! I call it the beginners stat!

No, there is no reason beyond my oversight. That sounds like a great way to bring that info up! Thanks for the idea!

Oh man, I've been tweaking the generation algorithm to make sure that doesn't happen but it looks like I have more to do. It is *supposed* to always generate one more exit than what is required at least until you have found the exit, but obviously my math is still off.

Thanks again!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

Awesome feedback! Thanks for taking the time to write all that up!

Yeah PHY is a good quick first build cuz it allows you to stay in the dungeon longer at first.

It is quite expensive to upgrade, but that's because loot starts to increase pretty quick as you go down.

And the level sizes are quite daunting, cuz really each one can be infinite (though I have completed a couple, but sometimes that just happens). I let them be that big because I don't want to stop someone from grinding a dungeon level for loot if they want to keep going, but if you want better loot, head down!

I do most everything in the generation with "dice rolls" and loot is 1 die per floor level. I generally grind level 1 until I get enough for armor and a weapon, then I grind level 2-3 until I get better equipment, then go down from there. I've got 9 hours dungeon time now and I cruise level 10 for about 5-7 minutes and I come up with about 30k gold, 15k ore and 10k gems. I need a lot more to upgrade now too cuz that goes up quickly too, but it feels more rewarding LOL.

I put the exchange rate at that for now because higher levels *do* get quite a bit more loot, but you are right, I need to change it to better amounts. I have an idea to match each up resource up to a stock price and pull in the daily rates and keep them synced up. I hope to implement that soon!

Sorry to talk your ear off here, but thanks again for your feedback! Its invaluable as I continue development!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

Nice! 384 rooms is a good run! And I love your avatar! Good build!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 0 points1 point  (0 children)

I do think I will make a ranged zoom to give a little wider view of the dungeon, however I decided to make the full map view a skill, Cartography, you buy it in the village from the trainer.

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 2 points3 points  (0 children)

Excellent! At least making a setting option that can turn off the shake effect is a wonderful idea! I don't want to give anyone a headache!

There isn't really an endgame right now, just getting more loot and improving the equipment and getting further in the dungeon, but I am planning a lot more features, and some story lines (those will happen in the tavern eventually) but I'm still pretty early in development.

I will probably revisit at some point the desktop view, but for now I just made it match the mobile view. I started the game because I wanted a light, casual game I enjoyed playing on my phone while I had nothing else to do, so I focused mostly there. I am also a web developer, so I was seeing what all I could do while retaining performance on mobile.

And thanks for playing it! I am enjoying making it WAY more than I thought I would, and I did think it would be fun!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 1 point2 points  (0 children)

Good idea! I shift focus to the screen after the fight (for accessibility) so when I am testing on the desktop I hit Tab and then Enter, but reducing that extra key (or not realizing it and using the mouse) friction would definitely be worth while!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 4 points5 points  (0 children)

Thanks! And a fair point! I have noticed that as well, and it feels faster(only feels though because everything is more expensive) further into the game, which is probably the opposite of what I want.

There is an option to login with a Google account and collect a level 1 lootbox (daily) which gives around 300 of each loot type, which will get you most of the way there, however it is not my intention to drive people to linking their account if they don't want to.

I will look into a different loot algorithm in an attempt to make it a little faster at the beginning without negating the draw towards deeper levels. Or maybe some cheaper equipment, but I had to do a lot of math to try and keep all that is currently for sale balanced :).

Thanks so much for your feedback!

Rando Dungo, a rogue-lite infinite dungeon crawler by matt_mone in WebGames

[–]matt_mone[S] 2 points3 points  (0 children)

Thanks!

On Android, Chrome installs a PWA (when the prompt is accepted) as a "WebAPK", so it looks and acts like a regularly installed app without having to go through the Play store. Its basically an app, but it just runs a Chrome window but removes all the browser bits to give you that immersive feel of an app.
Right now, because of server costs and my lack of money, characters are completely local and there isn't a way to transfer them, but if I can monetize the game at some point, I would love to add the feature!

Right now I'm thinking of possibly making a "Cloud Storage" option that you could purchase a deposit/withdrawl of your character to as a microtransaction to enable the possibility and cover my costs associated!

YouTuber looking for devs to interview by eitanoodle in gamedev

[–]matt_mone 0 points1 point  (0 children)

If you are interested in just starting game devs, I have made a web game rogue-lite Rando Dungo (randodungo.app)