hey, so I'm confused on the choice on runes on the title art. In futhorc, it spells clamlapzagsn. Did you use a different version of futhorc or runic alphabet? otherwise I'm super confused.
Check the updated mobile version!
Casual roguelike with D&D influence.
The player will acquire weapons and skills while discovering the dungeon.
Battles are represented in a card format with turns and the core mechanic depends on dice rolls.
Made for the Global Game Jam 2019
Joaquin Volonte - Programming
Rodrigo Rearden - Programming / Writing
Nicolas de Leon - Art
Enzo Antonaz - Art
Bruno Arce - Production / Game Design / Writing
Nacho Fernandez - Music
|Platforms||Windows, macOS, Android, HTML5|
|Authors||RowDaBoat, Gentle Goose, jvolonte|
|Tags||Dice, Dungeon Crawler, ggj19, one-button, Roguelike, Roguelite, Short, Unity|
|Average session||A few minutes|
- Behoarder Mobile Launch!Apr 07, 2020
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DANG YOU BEHOARDER!!! Just wait until his son the Spectraitor comes to defeat him with two giant supersonic glowsticks (I know spectators are not associated to beholders but Alucard was a dhampir after all)
Cute and pretty easy to play, but frustratingly easy to die. Would be very helpful to add a save feature of some kind, even if just as an infrequent option under ? as I have yet to make it past level 3 or 4.
Gave it another try and managed to roll three Crit 1s in a row. Def need some tweaks to the RNG and/or balancing.
Try the mobile version! It has quite a few more features and it's a bit more balanced.
when the first goblin takes 10 minutes to beat due to low strength and bad RNG
I like it but it would be nice if weapons and spells had some stats to show. The PC stats changing every run is rough, as well as starting from scratch every time. Generally in a rogue style game each run should end you with even a slight
advantage for the next or at least a chance of an advantage but this game just resets every time making the results of each run completely random with nothing to increase
your odds each run. Kind of takes the fun out of it, but good art, music, base execution and foundation. It just seems sort of incomplete to me.
* The music isn't bad but as I sit here typing and the game is still running, it is extremely repetitive. Add more tracks or lengthen and spruce up the existing track.
* You need to be able to equip items and drink potions out of combat. I've died way too many times trying to equip a weapon.
* Resting should be made available out of combat at all times. Maybe have the possibility of a random encounter (low to no chance early levels, increasing chance as you level)
* Weapon and spell stats please.
* Armor for some damage mitigation, especially considering you can start runs with negative stats and no way to improve them.
* Possible stat improving items. Amulets, rings, cloaks... anything. Could be extremely rare and could be made to be kept after a run so you can actually improve your chances as you play.
* Would be nice to see the encounter cards be something a bit more substantial than Trap or Item roulette against your RNG. Perhaps have some choices, have traps be possible obstacles to retrieving items. (especially say for the aforementioned stat improving items)
I know this was made for a jam and I'm being overly critical but I really like what you've got here and would love to see it in a more fleshed out form. Good work and good luck to you. I hope to see more from you in the future.
Welp, Behoarder was done in 48 hours for the 2019 GGJ, maybe the next version for mobile is a little bit more playable.
Oh, and yup, we've already covered your original points, then the bullets 2, 4, 5, and 6, we're working a bit on 1... and no... Ol'Duncan refuses to sleep anywhere like a hobo, he's a farmer with standards.
Roguelike game traditionally have been with no meta proggression to make the game easier. Getting better at roguelikes games is generally done by learning how to PLAY the game better.
In the last 5 years or so there has been a really large number of games we would call roguelites that use this type of mechanic.
I liked how you showed the monster card with its health and armor class as well as how the picture of your player changed as you took more damage. I found it frustrating starting the dungeon and immediately running into the beholder. Though I understand you where making the game true to d&d meaning it’s not always gonna start with low level monsters. It would have been nice to see the damage die for each weapon and spell and I would have liked it better with strength started at 0 instead of -1. Overall I really enjoyed your game.
Glitchiest game ever. Any time i got an item, the thing spazzed out, flinging everywhere.
Edit: now literally everything just spazzes out when i touch it.
Nice little boardgame like dungeon crawler (We need more of thoose)!
nice game. could add in item details. had no idea how much the potion would heal Ol' Duncan, or even what type of potion it was. details on weapons and spells would also be sweet.
thanks again for the fun.
Please remove being able to have negative stats.....it's making my runs impossible.....
Not a bad game but very irritating because RNG HATES me. Maybe also limit owl bears to when you have some equipment.
I agree, an early owl bear or few bad rolls can kill the fun... but it's an enjoyable little game :)
Fun game, interesting card fighting progression game.
I would love classes (if possible).And to be able to take weapons from killed foes.
Really fun game! As someone that plays dnd, I loved how like my games it is (missing constantly lol)! I would absolutely love some added elements added like a town outside the farm where you can spend money you earn while killing enemies to spend on weapons, spells, potions, and train stats so you can get further per run, cause it kinda felt like I was only making it so far per run. Made a video, hope you enjoy!
Hey! Glad to hear from you again!
First of all, thanks for the video :)
I agree, we need something to make next runs more fun, and as you said a shop with some kind of currency you earn on the dungeon could do it, we will explore that possibility!
Also since I saw you talking about it on the video, your natural 20 does count as critical, we just forgot to add some visual feedback for it! And for your damage rolls, they are rolled depending on the weapon you've equipped (for example, the rapier you did so well with is 1d10). We didn't want to fill the screen with rolls and try to keep the combat fast and simple. I can understand the confusion though, we might have to think some way to better communicate the damage rolls.
Thanks for the feedback!