The Desktop Dungeons beta is here!

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Re: The Desktop Dungeons beta is here!

Postby Azeke on Tue Aug 02, 2011 4:30 am

These clickable "icons" within buttons are extremely confusing.
Image
I remember that i couldn't get past them in E3 alpha as well. I just couldn't figure out what to do, so i never actually played before.

I kept randomly clicking everywhere, but still couldn't get "Play" button to activate.

This time, half-consciously, i still have managed to kinda-sorta understand how it is working after all but anyway this is a very bad UI right there.
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Re: The Desktop Dungeons beta is here!

Postby starflier on Tue Aug 02, 2011 5:45 am

So I'm honestly not one of those nitpicky players who whine all the time, but...

Azeke wrote:These clickable "icons" within buttons are extremely confusing.
Image
I remember that i couldn't get past them in E3 alpha as well. I just couldn't figure out what to do, so i never actually played before.

I kept randomly clicking everywhere, but still couldn't get "Play" button to activate.

This time, half-consciously, i still have managed to kinda-sorta understand how it is working after all but anyway this is a very bad UI right there.


I agree with this. Also, the flow in this UI seems off: You click on the right column, then the left column, then way down in the right hand corner. I think it would be less awkward to click from the left to right.

Other than that, I'm having a blast with the beta. The puzzle mode is my favorite addition so far.
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Re: The Desktop Dungeons beta is here!

Postby diarrheaBot on Tue Aug 02, 2011 6:01 am

#1 the small fonts are unreadable on my screen (for example when explaining item abilities), just shows up as dots
#2 interface in the town is totally non-intuitive. how many upgrades can i do in my buildings? i dunno, i just keep clicking. not sure how to pick who to end up adventuring where. I'm sure I'll learn soon, but compared to the original desktop dungeons it feels like a lot of added complexity for no good reason...

To be honest im a bit disapointed by what is in the beta. The interface in town needs to be totally changed in the final version, and it should be made to feel like it actually has something to do with whats going on while adventuring.
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Re: The Desktop Dungeons beta is here!

Postby cicobuff on Tue Aug 02, 2011 6:47 am

If I had known that it'll be on a browser based player only, I would not have paid for the beta.....
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Re: The Desktop Dungeons beta is here!

Postby Snowy on Tue Aug 02, 2011 7:09 am

Just wanted to second Azeke up there. The clickable icons are really confusing--like, they make sense after a while, but they're not intuitive at all.
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Re: The Desktop Dungeons beta is here!

Postby Emojk on Tue Aug 02, 2011 7:27 am

So... No keyboard-controlled movement? I liked it quite a lot :|
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Re: The Desktop Dungeons beta is here!

Postby michal.lewtak on Tue Aug 02, 2011 7:45 am

Spoiler regarding IMAWAL.
I see what you did with IMAWAL, now. You've opened a new department in my head where those hard-working brain cells work day and night to figure out a generic formula that calculates whether petrifying x to kill y while I'm level j and I'm a fighter or not (k), is a good idea and exacly how much more xp it will give me compared to killing them both. The fighter really complicates everything with his +1 xp per proper kill. Also, gotta take into account whether I'll be able to walk around the wall segment or not and if I'm willing to take the risk... Sometimes in the alpha I really really needed just a little more xp for a certain kill to be able to win a session, so this glyph is now officially AWESOME!
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Re: The Desktop Dungeons beta is here!

Postby PeaceChaser on Tue Aug 02, 2011 1:23 pm

@Michal

I know! Holy crap on the new mental arithmetic. To offset this, perhaps we can have an XP value labeled on mosters?
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Re: The Desktop Dungeons beta is here!

Postby redic on Tue Aug 02, 2011 1:46 pm

The Beta is quite nice so far but im really missing some good music. Will there ever be music in this game?
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Re: The Desktop Dungeons beta is here!

Postby michal.lewtak on Tue Aug 02, 2011 1:47 pm

PeaceChaser wrote:@Michal

I know! Holy crap on the new mental arithmetic. To offset this, perhaps we can have an XP value labeled on mosters?

That wouldn't help, since in this case you need to make the calculations before hitting/petrifying any of them. As for how much XP you get per monster: it's the monster's level, plus bonus damage calculated from the difference between your level and the monster's:

difference of 1 level 2 bonus xp
difference of 2 levels 6 bonus xp
difference of 3 levels 12 bonus xp
difference of 4 levels 20 bonus xp

The rest I don't remember. What I do remember is owning the Factory with the Wizard by starting beside a fireball glyph and a level 9 animated armor :D Where did levels 2, 3, 4 and 5 go?
And then, finally there's the fighter's +1 XP for each kill. I do this stuff in my head while playing, and it's fun.

Also, I think the dark red and dark blue which indicate how much mana/hp will be taken in the next combat turn should be darker like in the alpha, and it should say exactly how much mana/hp it'll consume and how much it will leave you and the enemy with (because when an enemy has, for example, a 30% physical resistance, I always sigh and fire up my calculator when I'm not too sure whether what I see is equal or more than half, one third, one fourth, etc. of the enemy's hp (btw, the game always rounds down, at least the alpha does)).
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