Steppy Dungeon - v4.1.2.BETA


Steppy Dungeon

Play WebGL v.4.1.2 BETA


New Enemies






New Features


Keyboard Shortcuts: You can now use 1-4 on the keyboard to activate items in your inventory. For consumable items that target yourself (such as health potions) you can double tap the shortcut key to consume.

Combat is a bit simpler: The combat should be a bit less mental math while playing. Now the enemy attack power and their level indicator are always the same. So if you see a skeleton which has a '4' in the bottom corner, that means it's level 4 and it does 4 damage.

Enemies can be pushed off edges: When using any items that cause knockback, enemies can now be pushed off the edge of the floor. The drawback is you get no XP for it, but when you are low on health it's a handy option. It also works on items and gold, so be careful when placing bombs.


Progress so far


Some updates in bits and pieces I've been working on:

Combat Fails: In an attempt to simplify the combat for this version, I probably went through 5 iterations - all of which failed. In one version, which came very close to working really well, the enemies had their level displayed in the lower left (like now) and most had between 1-3 hp. The damage you take was simply 1 plus the difference between your level and their level. If you're level 2 and their level 2, you take 1 damage. If you're level 2 and their level 3, you take 2 damage. If your level 4 and their level 2, you do 2 damage. It made scanning around the map and quickly assessing what you can and can't fight extremely easy. The drawback was that because this required the numbers to be low to be easy to read, increasing the player damage by just 1 point had a huge power spike. This made most of the items that affected health or attack power almost impossible to implement. I couldn't really figure out a way of balancing that without redoing how most of the items worked or removing the attributes system entirely. 
 
Mode-A/Mode-B: A feature I had to cut temporarily is splitting the game into Mode-A and Mode-B. In Mode-A the blocks move automatically, and in Mode-B you have full control over when the blocks move. The issue I ran into was trying to explain all this on the main menu. When you first open the game, you get hit with a wall of text that is asking you to make a choice about block movement types, which makes no sense to you if you've not even completed the tutorial yet. I was worried that dumping the choice on the player before they even started playing might be a bit much. Instead of this, I'm going to move this into a character perk once I get the different characters classes in the game. 

Next Version: The next version will probably be all content. I have several ideas for block types, events and enemies to implement, it should be fun. There's some colored portals that appear that link to each other (which appear at different times), a shop keeper. I'll probably be removing the 'Convert to xp' slot in the inventory and instead making a trash can block that you can drop items into. 

Let me know if you run into any bugs or have any feedback

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