General Musings

Hello dear Desktop Dungeon adventurers!
I've been playing the freeware Alpha build for a solid week now, and was so impressed I pre-ordered the Special Edition. After initially thinking I wasn't sent an email, I checked my junk inbox and all is well.
I've completed a diploma in Game Art & Design and have played from start to finish over 450 commercially sold PC games to date (Yes, I'm a dork. I have the list of games to prove it!). Anyways, I recognize talent when I see it. Desktop Dungeons is brilliant, for it takes the addictive structure of a standard rogue-like, tweaks the formula just enough to ensure a fast pace, and creates a game with equal parts luck, strategy, challenge, and rpg. The puzzle factor is what drew me in, as if you strip away all the rpg elements, the game is really about utilizing everything at your disposal in exactly the right way to succeed. From what I've played in the Beta so far, this has been maintained. The only game I can recall that does something similar, is a little known title called "Oasis" that plays like Civilization condensed to 15 minutes.
I don't have bugs to report, in fact, I'm not even sure if I'm posting this in the right place. What I do have is a list of recommendations from my early Beta play experience. I apologize in advance if you've already dealt with the issues I've pointed out.
1. When your character is over a stairway or shop, give the option to return the window (bottom right corner) to its standard view. I can foresee moments when the only path forward would force you onto one of these tiles, thereby removing your access to inventory and spells in battle.
2. The way items are converted could be made clearer. For instance, why do certain items have higher values than others? Perhaps assign them conversation payouts in their descriptions.
3. I can't recall exactly what line, but about the third or fourth text popup when you are introduced to the kingdom, has a line which I think is missing the letter "a." Sorry I'm not more specific, I can't recall it exactly. Overall though, your writing is both humerous and well written.
4. I'm not sure this is even possible, but I would kill for a music track when adventuring.
That's everything for now. I'd like to finish off by saying my greatest experience so far has been spelunking in a Dungeon so full of Army of Darkness references I couldn't help but smile. Great work.
I've been playing the freeware Alpha build for a solid week now, and was so impressed I pre-ordered the Special Edition. After initially thinking I wasn't sent an email, I checked my junk inbox and all is well.
I've completed a diploma in Game Art & Design and have played from start to finish over 450 commercially sold PC games to date (Yes, I'm a dork. I have the list of games to prove it!). Anyways, I recognize talent when I see it. Desktop Dungeons is brilliant, for it takes the addictive structure of a standard rogue-like, tweaks the formula just enough to ensure a fast pace, and creates a game with equal parts luck, strategy, challenge, and rpg. The puzzle factor is what drew me in, as if you strip away all the rpg elements, the game is really about utilizing everything at your disposal in exactly the right way to succeed. From what I've played in the Beta so far, this has been maintained. The only game I can recall that does something similar, is a little known title called "Oasis" that plays like Civilization condensed to 15 minutes.
I don't have bugs to report, in fact, I'm not even sure if I'm posting this in the right place. What I do have is a list of recommendations from my early Beta play experience. I apologize in advance if you've already dealt with the issues I've pointed out.
1. When your character is over a stairway or shop, give the option to return the window (bottom right corner) to its standard view. I can foresee moments when the only path forward would force you onto one of these tiles, thereby removing your access to inventory and spells in battle.
2. The way items are converted could be made clearer. For instance, why do certain items have higher values than others? Perhaps assign them conversation payouts in their descriptions.
3. I can't recall exactly what line, but about the third or fourth text popup when you are introduced to the kingdom, has a line which I think is missing the letter "a." Sorry I'm not more specific, I can't recall it exactly. Overall though, your writing is both humerous and well written.
4. I'm not sure this is even possible, but I would kill for a music track when adventuring.
That's everything for now. I'd like to finish off by saying my greatest experience so far has been spelunking in a Dungeon so full of Army of Darkness references I couldn't help but smile. Great work.