DragonDeception
DragonDeception. Game made for the 8 Bits to Infinity text only jam.
Manage your dungeon. Scare adventurers, kill adventurers. Make them believe there is a dragon on your dungeon.
Not as polished as I would want. But that's a fact of life in jams.
There is no end goal, just build as good as a dungeon as you can.
Status | Released |
Platforms | HTML5, Windows |
Rating | Rated 4.5 out of 5 stars (2 total ratings) |
Author | daid |
Average session | A few minutes |
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DragonDeceptionWin32.zip 3.5 MB
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Watch Text Only Jam (8 Bits to Infinity) Feedback Part 1/2 from MrJoshuaMcLean on www.twitch.tv
Wooow, this is the game I always wanted to play! The game that Dungeon Keeper should have been in the first place. A game that requires you to entirely control the psychology of fear and greed and also your economy. I don't even know why I have never even tried to make something like this, and you nailed it in such a short time.
I spent a good 1,5 hours with it and still planning to revisit it because I still want to try out additional combinations.
I thought I figured out the perfect layout with the below one:
Everyone gets a small loot to bring braver adventurers back, but than the swamp-dead body combo gives them the chance to actually escape. If they feel too tough for that over and over again, the deathtrap combo, in the end, will put them in place.
I almost got frightened to death when this guy passed the third fire trap, but then he stopped.
Later I became greedy. I wanted to see the best adventurers. I dug out all the rooms, put all my money in them, and waited for the results.
The day after the next day, five adventurers showed up, laughed out all my traps, took the money, and left with the news that there is no dragon, and apparently, no loot left in my sweet little dungeon.
The next day, I was utterly broke, four adventurers showed up in my completely lootless dungeon. That was pretty much game over for me.
The balance of fear and greed on both sides, I guess.
Improvement ideas:
Ok, I stop right here. I have already added more than I wanted. I guess you already have a pretty good idea on how to improve your game anyways.
Keep it up! Well done!
I like the idea of trying to get villagers to come in while at the same time keeping up the deception that you have a dragon. As said before, the panic lines are a nice touch!
Intriguing concept with a lot of space to develop. I'm not sure how deception actually comes into play, but I love when the little adventurers shoot up panic lines and run out.
Deception is increased when people think there could be a dragon (running out in fear. Getting killed) and lowered when they discover there is no dragon (escaping after fully exploring)
The deception level only adds more tribute from villages. The concept was that it would also send stronger adventurers. And that you would need to maintain your deception for enough income.
During development I found that I did not have time to properly convey this to the player. Nor to ballance it properly. So I just made sure is was simple enough and you could always progress.
First time I made a stratergy game like this. So it was an interresting experience.