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SyntaxFox

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A member registered Jul 30, 2020 · View creator page →

Creator of

Recent community posts

Thank you so much! Truly appreciate that ^^

"it turns every run into a small story you didn't script." This is what im hoping for and glad you noticed! Even while playtesting my own game I see little moments happening I forgot about and screenshot haha

It's a good question and one im currently trying to balance with all of the traits for the heroes so they dont miss out or fall behind. The job boards on top try to balance that out and there are safer jobs to do for lower ranked heroes (helping out at the farm, helping the rock golem in the forest, finding lost goats,etc).  But you can incentivise them as well with some low level rooms with high silver if you feel they are struggling. Each room will show which heroes will show up or not and the reason why


Recently updated my UI for my heroes:

(1 edit)

TL;DR: I worked 5+ years on this learning Unity, dreaming and conceptualising. You are the Dungeon. Build Dungeon rooms. Rebuild the town. attract a wild cast of heroes with traits and behaviours who form their own parties and explore entirely on their own terms. Level up to unlock new gear and shops for heroes. Town,Hero,Dungeon Cozy Management (Dungeon Isekai)

You're a dungeon: a small, slightly anxious one, under a mining village everyone else left years ago. Heroes have a mind and personality of their own. You dig, build rooms worth fighting in, fill the chests and help restore the village. 

Heroes with minds of their own

This is the actual heart of the game.

You don’t control the heroes.
They show up with their own personalities, tastes, and goals.

  • Cowards farm the easy rooms
  • Show-offs want an audience when they level up
  • Friends form parties and roast each other mid-fight
  • Rivals remember each other
  • Soft-hearted ones take jobs that are “beneath them” anyway

They don’t just dungeon-dive either.
They eat, drink, train, chat on benches, take guild exams, and sometimes just wander around the village doing nothing useful.

 

Relationships change over time.
Parties share what they discover so they don’t start from zero every run.

You dig the rooms and fill the chests.
They decide if it’s worth the risk.

Every run feels different because the cast is different.

(Hero card example further down if you want a closer look)

What is it like?

If you enjoyed Majesty, Dungeon Village or Dungeon Keeper, this is that kind of game for you. You build, they decide...and I intend to keep on fleshing out their personalities, traits and behaviours ^^ So MUCH potential!

What you do

Improve your dungeon, Gear up heroes and look after your monsters to level up yourself and the town. New levels unlocks new gear and new heroes (heroes are auto)

  • Dig. Mark the rock, or drag a box over a whole patch, and your goblin chips it out. The stairs to the next floor are hidden somewhere different each game; follow the draught, the old miners' chalk marks, and finally the goblin's ear against the rock. Five floors, each deeper and stranger.
  • Build rooms with slimes, rats, bats and worse, each with a chest. Heroes weigh the loot against the danger and choose. Every kind of monster has its own tastes, and a happy room teaches newer heroes more.
  • Heroes have a mind of their own. Heroes buy their own gear, level up, climb the ranks in the guild, make friends, form parties, buy houses and more
  • Bring the village back. Your heroes' wins pay for the inn, then the forge, then houses. Families come home, and an abandoned valley grows into a hamlet, a village, a market town and finally a festival town. Windows light up at night. The valley gets louder.

Randomised Heroes (Auto,Goals & Traits)

  • Get to know your heroes: Humans, elves, dwarves, halflings and beastkin, each auto with their own traits, tastes, dreams, behaviours and opinions
    • Cowards farm the easy rooms. Show-offs want an audience when they earned their bronze plate. 
    • Friends team up into parties and trade insult banter mid-fight, because that's what real friends do.
    • Different traits means different shout, catch phrases and behaviours
    • Sprinkled in some nostalgia with phrases to games I loved growing up
    • Heroes will sometimes just wander, life isn't ALL about dungeon diving you know (Kind of...well okay maybe it is)
    • They take exams at the guild to earn a better plate, and if there's nothing worth fighting, they'll eventually pack up and look for a harder dungeon.
  • Post guild errands. Goats in the churchyard, a night watch, a widow's lost pick deep underground. Proud heroes won't do jobs beneath them; big-hearted ones help anyway because that's just what they do
  • Relationships that change. 
    • Heroes remember who stood beside them, who became a rival, and who shared a quiet chat at the inn or on a bench. 
    • Rivalries can soften into friendships, nobody’s story is quite fixed.
  • A life between expeditions. Heroes eat, drink, pray, train, work around town and find little ways to spend their time when there’s no dungeon run to be had. (They do keep finding reasons to go back down, mind you.)
  • Heroes don't go straight to monsters, they have to discover and explore the dungeon
  • They learn from each other. Heroes who explore together share what they’ve discovered, so a party can share maps, build on one another’s experience instead of every adventure starting from scratch.

Sounds awesome right?  Download and have a spin and see what heroes pop up for you and what they get up to. They're randomly generated ^^

Hero Card Example

Hot Topic: The AI Stuff

So I get it, AI Slop is flooding the gaming community. For me there's a difference between AI Slop and AI Collaboration. If you don't put in years of effort, your own creative spirit and blood sweat and tears, then is it even your  own work? Resounding no.
 I've worked on this idea for 5+ years
Not the "Hey Claude make me a game"
It's the Long nights of conceptualizing, dreaming of a game idea in bed till 1 am in the morning, doodling on paper, building a game design document, building the world literally brick by brick (I joke you not, literally), losing 6 months of work, rebuilding, scrapping and idea and changing my vision, learning on YouTube, meeting some great fellow indie devs and using hard-earned cash to buy assets from creators. These last few weeks, AI helped me finish scripts, untangle my thoughts and polish this game which I never could have done. It's a fascinating piece of technology to help me (not take over, but help). This has been a labor of love and I hope my transparency shows that I'm confident in my work and the amount of myself I've put in. I hope you enjoy my game, something I've been dreaming of presenting for years <3 I love playing it myself and I hope to show it to my kiddos one day too.
Expect a few nostalgic easter eggs! 😂 I'm an avid gamer and have been inspired for years.

Next Game Asset Buy: 

This is a big one! I'm saving up for Synty's dungeon pack so the underground can finally look the part. Better monsters, decorations, room building,etc

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Hi :) Thank you for playing my game!

You can move a room by selecting it, then clicking on the rooms tab. Once you click move you can move it around, just make sure there's a space for it to move to, otherwise it will ask you to try again. If you delete it then you get a small refund, but I'll make it a bit more clear what the refund amount is in future updates, thanks for the feedback :D

If you have more questions or want to keep track of progress, feel free to join the server ^^ I hope you're having fun! Feedback always welcome


Had fun playing this ^^

Looks great! Love the boss ^^