[HN Gopher] Show HN: One Way Dungeon - A game I've been developi...
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       Show HN: One Way Dungeon - A game I've been developing in the last
       five months
        
       Author : Vaskivo
       Score  : 105 points
       Date   : 2021-05-19 10:03 UTC (12 hours ago)
        
 (HTM) web link (play.google.com)
 (TXT) w3m dump (play.google.com)
        
       | thih9 wrote:
       | I played the web version. Random feedback:
       | 
       | I like the mix of mobile casual and pokemon / mystery dungeon
       | style. However I played two runs (returned safely, upgraded
       | abilities, got killed by angry bear) and I don't want to try
       | again. I'm missing some meaningful interaction (maybe shops? or
       | alternate routes?). I'm bored by long transitions and repeated
       | messages after battles (maybe let me skip or speed up the
       | animation about absorbing monster energy?). I'm also overwhelmed
       | by seeing so many different moves; perhaps moves could drop less
       | frequently? This way it would be more of a special event instead
       | of a regular thing.
       | 
       | Overall, I enjoyed it and will look out for future upgrades.
        
       | klmadfejno wrote:
       | Played the web app. Pretty fun but also pretty one dimensional.
       | Congrats on releasing either way. That's my goal as well and I
       | don't think I'm likely to reach it until I'm retired :(
       | 
       | - The optimal strategy pretty clearly seemed to be max out speed
       | and one type of attack. Most battles can be one shot victories. I
       | assume it wouldn't be that difficult to build up enough
       | durability to survive multiple rounds of a battle, but it'd
       | likely be a lot slower. Final boss was one shot on my first
       | attempt.
       | 
       | - I only did physical attacks. There wasn't much room for
       | strategy. Tackle if tackle would kill it; wild slashes if tackle
       | wouldn't kill it; big slash if even that wouldn't work. There
       | were some stat change attacks available but they didn't seem too
       | interesting. Most of the time you just wanted to do enough damage
       | to win quickly. Sand attack seemed somewhat useful once or twice.
       | Because battles were so short, an enemy would need to be able to
       | survive at least 3 tackles AND survive fewer than that with a
       | debuff in order to make using any sort of buff or debuff
       | worthwhile. Cuz tackle/tackle is basically the same outcome as
       | sand attack/tackle. I'm not sure any fights lasted longer than 3
       | rounds for me.
       | 
       | - I had no obvious way to know if magic was more effective
       | against certain enemies. But in any case, physical was more than
       | enough, and thus, splitting any points between physical and magic
       | attack was sort of a waste. I think there was a beastiery but I
       | wasn't really interested enough to look through it
       | 
       | - The attack ammunition felt a little odd. Mainly in that I
       | mostly just wanted more tackle ammo but as the game went on,
       | mostly got variants that felt less useful. Reckless tackle in
       | particular felt weirdly useless in how dangerous it was to
       | yourself. I did feel like I wanted to conserve some ammo, but
       | mostly for not wanting the annoyance of farming level 1 for
       | tackles. If I had known the game capped out at warehouse 3 I
       | probably would have finished it a lot sooner just blasting
       | everything with big slash and calling it a day.
       | 
       | - I think it would be difficult to continue to add more
       | meaningful content without adding more depth to the combat.
        
       | arist0tl3 wrote:
       | Congrats on launching!
       | 
       | Had a play through and found it pretty addictive; similar to
       | other clickminer/grind style games I've liked in the past.
       | 
       | I found the action swap mechanic a little odd at first but
       | ultimately a nice change of pace from the more typical
       | "unlock/pay to play" style progression of actions.
       | 
       | I do agree with some other posters that there is a good deal of
       | unnecessary tapping (choosing to return/continue, etc) but I
       | think it would take a little ingenuity about how to keep the core
       | gameplay as is and reduce those taps.
       | 
       | The ads did make me sad and really interrupted the
       | flow/immersiveness of the experience. A revenue model I'd play
       | with is a paywall after the first level (and capping the stats as
       | kind of an "intro" experience) and doing away with the ads.
       | 
       | Last thought was around the item that allows the player to see
       | the unit's information. That part felt especially clunky/tap
       | heavy. Might be cool to just see the general strengths/weaknesses
       | mid-battle.
       | 
       | Again, just a bunch of random thoughts, and the main takeaway is
       | that you should be proud of not only building something cool, but
       | putting it out there for others to enjoy!
        
       | pomian wrote:
       | I wonder if you could add the game to F-Droid? I think there are
       | quite a few Android users that don't load apps through the Google
       | Play store. Game looks interesting, but I suspect it would be
       | better to play on Android as app, instead of website.
        
       | uvesten wrote:
       | Very good! I usually don't test out any demos here on HN, and I
       | was really supposed to be going to bed, but the web version of
       | your game delayed that for 45 minutes. Really enjoyable and well
       | made!
        
       | arbitrage wrote:
       | installed and playing. it's pretty cool! i'm really enjoying it.
       | 
       | please let me give you a few bucks to turn off ads.
        
         | SomeHacker44 wrote:
         | Thanks for mentioning it has ads. I was going to try it before
         | I saw this.
        
       | JohnDeHope wrote:
       | > And the accomplishment of a life goal.
       | 
       | Did you write a dev blog? I'm curious what your life goal was.
       | The game looks cool. I'll try to play it via that web link you
       | provided.
        
         | Vaskivo wrote:
         | The goal was to design and develop a game alone. And then
         | publish it.
         | 
         | It's no 100% mine. But anything that isn't I paid for it. So it
         | "came from me" anyways.
         | 
         | You can see the assets I bought in the credits section. And I
         | even hired a designer to help with UI/UX.
         | 
         | I have a dev blog, but as development went on I kinda skimped
         | on it. Here it is: https://vaskivodev.gitlab.io/onewaydungeon/
        
       | Vaskivo wrote:
       | Five months ago, I quit my job and started making a game alone.
       | One Way Dungeon was what came of it. And the accomplishment of a
       | life goal.
       | 
       | I'll continue supporting the game and adding new content to it.
       | But not at full time. I'm going back to a "normal life".
       | 
       | (For those who don't want to install it or don't have Android,
       | you can play it here:
       | https://vaskivodev.gitlab.io/onewaydungeon/builds/release-1-...)
       | 
       | I welcome all and any criticism. And I hope you like it. Thank
       | you!
        
         | f00zz wrote:
         | Congratulations on finishing your game, that's a huge
         | accomplishment!
        
         | wincy wrote:
         | Any plans for an iOS version?
        
         | J5892 wrote:
         | Initial reactions:
         | 
         | - It's great as a quick pick up and play game
         | 
         | - I would love an option to speed up animations
         | 
         | - I would definitely add attack power to the attack buttons
         | 
         | - When replacing an attack, it would be great to have a
         | comparison view for the selected attack (or relative values
         | next to the new values)
         | 
         | - Add some icons to the move buttons for effects (like attack
         | up/down, etc.)
        
         | mobilio wrote:
         | I like it... it's like an old RPGs.
         | 
         | Any cheats like IDDQD or IDKFA?
        
           | acomjean wrote:
           | reminds me of Ultima (the Dungeons parts), or Wizardry/ Bards
           | tales bit, if they were in an arcade.
           | 
           | Nice work, esp the music. Fun
        
         | anxiostial wrote:
         | did you want to share more details?, like sales numbers, time
         | it took to build, why you decided to return to a normal job,
         | etc.
        
           | Vaskivo wrote:
           | It all started with a game jam I did in April 2020. I enjoyed
           | the result. And it kept popping back in my mind.
           | 
           | November 24th I picked it up again, full-time. I plublished
           | One Way Dungeon last friday. So it was about five and a half
           | month work. While I'm a professional (backend) software
           | developer, and have played around with game dev, I never
           | worked on and finished a game.
           | 
           | Last weekend I shared it with a small group of people (just
           | to check everything was OK on their devices and with
           | downloading it from Google Play.) And yesterday I started
           | sharing it on the internet.
           | 
           | I don't have any concrete numbers to share. Google's reports
           | are still a couple of days late. And I predict a spike on
           | users starting yesterday.
           | 
           | I'm going back to a normal job because:
           | 
           | - I am unemployed. I have some savings but I don't want to
           | spend more than I already have.
           | 
           | - I don't predict One Way Dungeon to generate enough income
           | to keep me working on it indefinitely. I might be wrong. But
           | competition in mobile gaming is fierce!
           | 
           | - I'm kinda missing working on backend. And working with
           | people.
        
             | wheybags wrote:
             | > competition in mobile gaming is fierce!
             | 
             | Curious as to why you decided to release on mobile, instead
             | of a slightly friendlier platform like PC.
        
               | Vaskivo wrote:
               | Because the game design was better suited for mobile.
               | 
               | IMO, putting it on PC/console would require the game to
               | be more complex. And allow for longer play sessions (it
               | is a bit repettitive and grindy).
        
             | legohead wrote:
             | If possible I recommend applying for work at a mobile game
             | company. Even as a backend dev you can learn a lot. There's
             | a ton of interesting stuff to learn about game design,
             | marketing, analytics, ads vs iap, etc.
        
             | halfmatthalfcat wrote:
             | So you quit your job to work on this game full time and
             | after 5 months, you're deciding to go back to work full
             | time.
             | 
             | Did you quit your job with the hopes this game would
             | sustain you? If so, did you do any market research to
             | validate that hypothesis.
        
               | bavila wrote:
               | I'm inclined to think this was a labor of love, not
               | profit.
               | 
               | There are people out there who quit their jobs to go
               | backpacking on arduous trails for 5 months. It's long,
               | hard work, but they do it for the other joys that come
               | with the experience. And they do it all with the
               | expectation of returning back to working life--not on
               | cashing out. I don't see how what OP did is any
               | different, other than it being a digital journey rather
               | than a physical one.
               | 
               | Congrats, OP.
        
         | LucidLynx wrote:
         | Congratulations! :)
         | 
         | I will download it asap in order to play a round.
         | 
         | Did you used a web-based game engine and export it in an
         | Android app in some way?
        
           | modeless wrote:
           | Looks like they are using Godot engine.
        
         | mushishi wrote:
         | Congrats, that sounds like a fulfilling choice.
         | 
         | Wrt. the game, the music seems really catchy, I like that the
         | bass has clear presence.
         | 
         | From a quick test try of it, was probably fun to make, and
         | seems like a cool concept. Unfortunately have to prioritize
         | other things.
        
       | debo_ wrote:
       | I love it! The music is very comfy.
        
       | offtop5 wrote:
       | What a great game, my only comment is I would love to be able to
       | pay to remove the ads. Although from my own experience I know
       | that this is probably more trouble than it's worth since the vast
       | majority of people will never pay
        
       | dovrce wrote:
       | This is pretty fun, reminds me of flash games from my childhood,
       | thanks for posting!
        
       | dsr_ wrote:
       | OK, I've played it for a bit.
       | 
       | - This is effectively a progression game, where the player builds
       | up abilities. But defeating a low-level enemy is boring and slow,
       | even when you kill them with your first blow.
       | 
       | - It's disconcerting that you forget how to punch. I was
       | expecting punching to not advance quickly, but instead it has
       | limited uses. That's a strange metaphor.
       | 
       | - Everything feels slow - not because it needs better
       | programming, but because it doesn't resolve actions fast enough.
       | Asking whether I want to return to the start after every enemy is
       | aggravating.
       | 
       | - There's no actual sense of progression or reward.
       | 
       | - There's no sense of danger, either.
        
         | AnIdiotOnTheNet wrote:
         | > Everything feels slow - not because it needs better
         | programming, but because it doesn't resolve actions fast
         | enough.
         | 
         | This is, unfortunately, a sin committed by a whole lot of games
         | these days. Off the top of my head I can name XCOM 2, which
         | notoriously seemed to have delays resolving actions for _no
         | discernible reason whatsoever_. The mod to fix this was
         | literally named  "stop wasting my time".
        
           | nvarsj wrote:
           | Magic Arena does this. It's _incredibly_ irritating,
           | especially if you play a combo deck or something click
           | intensive. Those 5-10s animations get really old after the
           | millionth time.
        
           | jerf wrote:
           | I don't 100% percent know this for sure, but since a lot of
           | gamers are using "how long the game is" as a significant
           | portion of their "is this game worth buying" metric, we've
           | unfortunately incentivized game developers to pad this
           | unnecessarily. I'm not sure which is worse, the micro ways
           | like this that they pad things out or the inclusion of entire
           | irrelevant subplots or the "Cut and Paste Dungeon It Will
           | Take You Longer To Go Through Than It Took Us To Make (Please
           | Enjoy These Palette Swapped Enemies And Palette Swapped Boss
           | Rush)" in the last third of the game just because they need
           | more run time.
        
             | void_mint wrote:
             | > I don't 100% percent know this for sure, but since a lot
             | of gamers are using "how long the game is" as a significant
             | portion of their "is this game worth buying" metric, we've
             | unfortunately incentivized game developers to pad this
             | unnecessarily.
             | 
             | I can confirm that this is a common, intentional practice
             | in the games industry.
        
             | enkid wrote:
             | Another possible explanation is that it feels/looks better
             | for demonstration purposes. For press and initial players,
             | having some time to process the information or make the
             | animation look pretty is probably much more attractive then
             | if information is spewing at them. As you progress, you
             | need less processing time and understand what information
             | on the screen is actually valuable, and therefore don't
             | need as much time, so now the long animations go from being
             | useful to being repetitive and boring.
        
         | viraptor wrote:
         | > It's disconcerting that you forget how to punch.
         | 
         | This style of fight / abilities is almost exactly how Pokemon
         | games work - it will be familiar to a lot of people. Actually
         | so familiar I'd be worried about overzealous Nintendo lawyers
         | :-P
        
           | alpaca128 wrote:
           | Ah yes, I think they were called AP(Action Points) or
           | something. But you rarely felt them as a player aside from
           | long journeys and really strong attacks that are balanced out
           | by having more limited uses.
           | 
           | I think it makes more sense to have at least one unlimited
           | attack, though. It's hard to logically justify it otherwise.
        
             | wheybags wrote:
             | They're called PP, and when you run out of PP on all your
             | moves, you automatically use "struggle" which hurts both
             | you and the enemy.
        
         | debo_ wrote:
         | In response to the slowness: I clicked the settings button on
         | the battle screen (top right star-shape) and maxed the text
         | speed, and actions moved very quickly after that.
        
       | dnmfarrell wrote:
       | this is super fun to play. I love the music, the interface,
       | leveling etc. Perfect for mobile. Unfortunately the game crashed
       | on me mid-dungeon level 2 after defeating a monsta :/
        
       | socialist_coder wrote:
       | How was your experience using Godot? Why did you go with that
       | over other engines?
        
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