In this game, which is currently in early concept stage, you take over a dungeon and manage it.(Similar to the steam game dungeon lord which inspired this game) except you take a different approach to defeating the adventurous entering your dungeon.
The main focus on the game is to defeat the the enemys entering the dungeon but I plan to change this in the future.
As the game is currently not so huge there is not so much to do yet.
Currently in the game are:
two enemy classes Farmer and Archer which each having variations
a bossbattle
buying and expanding your dungeon
You have been appointed as Dungeon master of a dungeon and have to manage it.
V. 0.125
changes to the story
intro
changed starting rooms to 1
you can buy now more rooms
healthpotions are now a thing
You no longer can buy the tentacle pit
It is now displayed what happend last turn
You can now use grope and attack in the same fight
Changed it so that the fight text is centered
Expanded the pool of pictures for enemys
trader has now a personality and progression
removed the mage and Markus for now as they are ether buggy or do not fit the style of the game
V. 0.12
Changed varous softlocks and missing storytiggers
This version is defenetly a hige step from the last version.
In this version I could not find any breaking bugs.
I had fun with it but I think it needs 1 or 2 more updates to fully be good, as currently the storypart is pretty short
Full of broken or empty passages, spelling errors, bugs, and zero transformation content as far as I can see.
If you change any of your traps, after the first trap encounter the continue screen is a garbled mess of broken IF Statements, allowing you to continually use Trap 1 against the enemy, or face them yourself.
This makes the game trivial to play.
Many of the passages lead to dead ends (like inspecting your traps, your inventory, profile and many more), or are completely empty (like an adventurer moving into a tentacle monster trap) and stall the game.
I get that these are issues that can be fixed quite easilly, but these should have been fixed before any version was released.
It's got a good idea behind it, but please, consider only releasing the game to the public when every part you intend to relase is actually playable, and lock off the parts that aren't (like the un-implemented traps)