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[Feature Request] Some QoL and more #13

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Disonantemus opened this issue Oct 21, 2024 · 5 comments
Open

[Feature Request] Some QoL and more #13

Disonantemus opened this issue Oct 21, 2024 · 5 comments

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@Disonantemus
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Disonantemus commented Oct 21, 2024

Found Doors fo Doom in Droidify, and I've played many times, I did kill Dungeon Boss, Ancient and exit dungeon (Level: 174, Score: 7940), had fun, thanks!

Here are some QoL and Ideas

  • Add Volume settings (Music/SFX): is too loud now (to not change smartphone volume every time the game is played).
  • Touch Zone for first item in the inventory is too high (near the border): is hard to select with left hand. Maybe display lower and had whole line as area to select, including right hand.
  • Show Money: maybe at Inventory Screen.
  • Bombs and Smoke Bombs: are too similar, maybe change color more or change sprite. The same happens with some potions, use another very different color.
  • Slingshot: add more drops (FancyPants) in later monsters or an alternative recipe to get it, or a Slingshot variation (different damage, effect).
  • Drops items: in the later game, there's nothing to buy, and status items are very helpful. Just add those items with low drop probability in later monsters.
  • Sell items from Inventory: there are many items that later in the game are not useful, helps to reduce clutter and buy more keys/potions.
  • More weapons/armors: lower damage/armour, but with bonus status effects, like: dodge or critical (double damage) bonus.
  • More health potions variety: later game you can buy only 20HP potions, add an 60/70HP potions.
@zmn28hgbn59kcmlpio8unfh7fdre523esd28q9a
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more balancing is required,

in late game increase gold rewards, this should also apply to gold bags in late game.

slingshot is useless in late game, there is no rocks.

some ingredients are not dropped in late game which makes crafting impossible for bombs for e.g.

in late game monster should have double item drop chance, where first item is current normal, and second item should be one of ingredients to craft important things, and there should be 50% of whether or not monster double drop or single drop.

increase demon probability of dropping keys, since there is no keymaster later on.

balance armour and shield drops, if one fails to obtain armour before level 100, they will no longer be able to get one which makes it impossible to go higher level or craft duranium armour.

overall great game, best dungeon-like game i have ever played.
here is a screenshot of me failing with no more keys, gold, potions.

Screenshot_2024-12-08-18-18-55-685_com github msx80 doorsofdoom

Screenshot_2024-12-08-18-18-24-083_com github msx80 doorsofdoom

this not my highest grind, i had 200+.
also it is hard to get high levels conistently, every 20-40 game restarts i get a chance, otherwise i die in early 50s due 20 health and no good armour and weapon.

(top screenshot is where i died, this monster is impossible to kill without chewing mint 3 times, which itself cannot be obtained anymore,
bottom screenshot is before entering battle)
(also somehow my screenshots didnt capture blinking keys and health)

@KjmT6459
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KjmT6459 commented Dec 16, 2024

+1 for everything here
Also imo, the inventory should be sorted by item type, rather than name.

@msx80
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msx80 commented Dec 16, 2024

Hi everybody :) So, most of the things you ask are about making the game somehow easier, which i don't think it's needed. In fact, i think the game is pretty easy right now. After some runs to aquire knowledge of various objects and effects, it's not hard to reach late game, i recon you can get there in about 1 out of 5 games. Which i think it's more than enougth for this type of game.

Also, the game is considered "finished" at level 150, after you acquire the map to exit. The rest of the game is just bonus for people who wants to push the luck up to the max, and has incremental increase of difficulty. Making it easier would be meaningless as there are no more mosters or stuff.

Now for details:

Add Volume settings (Music/SFX): is too loud now (to not change smartphone volume every time the game is played).

This could be done

Touch Zone for first item in the inventory is too high (near the border): is hard to select with left hand.

I don't know, are you playing with a tablet perhaps? With a phone it's prefectly reacheable i think. Eventually a problem is that some phones are not very sensitive near the border (mine is).

had whole line as area to select, including right hand.

On the right there's the detail box, you can't click inventory there

Show Money: maybe at Inventory Screen.

It would be nice to have it on the main screen along other counters but there's no space. On the inventory, i don't know, there's no obvious place and the coins are visible as objects. Perhaps on the craft windows it would make more sense? That's where you spend money anyway.

Bombs and Smoke Bombs: are too similar, maybe change color more or change sprite. The same happens with some potions, use another very different color.

Yes, can be done.

Slingshot: add more drops (FancyPants) in later monsters or an alternative recipe to get it, or a Slingshot variation (different damage, effect).

The slingshot is way too strong already, and three monsters already drop the panties (lol). If anything, its use should be reduced.

Drops items: in the later game, there's nothing to buy, and status items are very helpful. Just add those items with low drop probability in later monsters.

I guess in late game the only thing to buy are potions. The other thing about dropping different items would make the game too easy

Sell items from Inventory: there are many items that later in the game are not useful, helps to reduce clutter and buy more keys/potions.

I've investigated this thing but still hasn't decide. It sure would be helpful, but also would make it much easier. Some object can already be "sold" with some craft (see 4x t-shirt), perhaps more of this kind of crafts could be added.

More weapons/armors: lower damage/armour, but with bonus status effects, like: dodge or critical (double damage) bonus.

Effect-adding-equip is a nice idea, could totally do it. It requires some code as the game doesn't support this now but should be easy.

More health potions variety: later game you can buy only 20HP potions, add an 60/70HP potions.

I don't know if it's really needed except for the added variety. I like the 100 hp potion to not be available to purchase. The 20hp should be enougth i think.

in late game increase gold rewards, this should also apply to gold bags in late game.
slingshot is useless in late game, there is no rocks.
some ingredients are not dropped in late game which makes crafting impossible for bombs for e.g.
in late game monster should have double item drop chance, where first item is current normal, and second item should be one of ingredients to craft important things, and there should be 50% of whether or not monster double drop or single drop.
increase demon probability of dropping keys, since there is no keymaster later on.

These are mostly stuff that will make the game easier/make reaching late game more certain, which i don't think it's good.

balance armour and shield drops, if one fails to obtain armour before level 100, they will no longer be able to get one which makes it impossible to go higher level or craft duranium armour.

Yeah, indeed the latest versions included some fixes for this problem (the troll dropping armour, wereworf dropping Greaves etc), but up to a certain point, you cannot provide for everything. At some point the player have to accept that it's an unlucky run, which happens. If i made it sure that an armor was given every single run, it would remove much of the "gambling" and make the game dull (i have tried)

overall great game, best dungeon-like game i have ever played.

Thank you so much! motivation +5

here is a screenshot of me failing with no more keys, gold, potions.

yeah it sucks to die that way, but as i said after level 150 is "finished", it just gets incrementally harder. Making that phase too easy would be meaningless, the game will simply drag on indefinitely and boringly.

also it is hard to get high levels conistently

Well it's actually how high levels are meant to be, in this king of game :D You get a good run out of like 5 or something. If every run was a good run, it would be boring (believe me, i've tested many different difficuly levels. Reaching endgame every run is not fun).

Thanks everybody for your insights, i'll definitely look into some of them the next time i pick up the app.

@Noodlemire
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It would be nice to have [money counter] on the main screen along other counters but there's no space.

I think you could make space for it if you just nudged the armor display down by a pixel or two. There's already a decent bit of blank space between the two, so squeezing one more line in should be easy enough.

Would 100% support showing the gold count on the craft menu though.

I like the 100 hp potion to not be available to purchase. The 20hp should be enougth i think.

It's not horrible, but it is tedious to heal yourself up 20 HP per button click, when you have 100+ max HP. It's also tedious to buy that many medium potions to begin with. Being able to buy one or two large potions, even if they cost exactly the same amount of gold as 5 medium potions (95 gold), would be a relief in terms of time-saving, at the very least.

top screenshot is where i died, this monster is impossible to kill without chewing mint 3 times, which itself cannot be obtained anymore

No, that's not the only way. 3-4 fangs or poison spears, along with a couple large healing potions, and you can beat them in a very slow, tedious DPS race. ...Emphasis on slow. That being said, all those items (or poison in the spears' case) are dropped quite commonly by endgame monsters, so even Ancients can practically be farmed if you manage your resources correctly.

Pictured below is the final results screens (before and after clicking the Exit button) from my current personal best, where I didn't run from any battles ever. I probably could have made it even deeper, but I only had 2 fangs going into that last Ancient fight, so it chewed through my entire stock of like 10 large potions, and I only barely had enough health to win.
image
image

@zmn28hgbn59kcmlpio8unfh7fdre523esd28q9a
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forgot to mention of very important addition, buy bulk keys like 5 at once, it is extremey boring to purchase single keys every few minutes.
same for bulk 20hp potion, or add 30hp potion.

These are mostly stuff that will make the game easier/make reaching late game more certain, which i don't think it's good.

ok i started to agree with msx80 that after understanding the game very well, it is actually easier than what he said, 2 out of 5 tries i make it to level 200 consistently. (i think i have great strategy anyway)

also i change my words about ancient monster, it is not that hard to kill him, i actually killed 5 times in single run.

also found a bug that makes you semi-immortal, abused to reach level 256, without the bug max i reached was 215 or 225.

(basically with the bug you can reach level 1000 but it is boring to go that far, and i dont intend to report it ;D)

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