Eat The Dungeon General Discussion

While I don’t think I’m going to implement this idea specifically, I like the notion of enemies stealing weight

Final Eat the Dungeon Battle UI Mockup

Here is the final mockup! The only thing that has changed is the appearance of running enemies. I have begun implementing the new UI and I anticipate being done with it next week!

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Perfectly understandable! I was just idly musing.

I wonder if that’d entail an enemy or boss who has visible weight gain…? Likely not given the extra work, but it’s fun to imagine!

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I personally wish that the items were in the middle of the screen, stacked vertically in some way between the players and the enemies, so that you don’t need to go so far to use them.

… Also, and I mean this in the nicest way possible, but the warrior’s fattest form scares me

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That sounds fun, lol

Hmm maybe

I might have gone a little overboard on her lol

you could implement an enemy like the thiefs in slay the spire. They were a fleeing type enemy that would steel 45 of your gold at the start of combat(or 15 each hit, I forget). If you can’t kill them fast enough you loose your gold.

You could do something similar. perhaps the first attack the enemy makes steals some weight then they plan on running. Or have them steal weight when they start the fight then flee like a normal fleeing type.

A fun Idea for a boss that gains weight is a boss that eats their allies. It could create a sort of race to see who can eat the most. I see 2 ways to make it a challenge for the players. you can gain more weight if you eat bad guys faster than the boss, or the boss takes their time and burns your clock if you want to see the weight gain.

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I have only one question: where are the attack time/strength indicators on the enemy (melon) that has attacks? Not knowing when or how hard enemies will hit would be a little bit annoying.

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I kinda thought I could get away with removing that information to keep things from being cluttered. My thought process is that knowing which elements an enemy is attacking would be enough information to deduce who to prioritize

Yeah that’s a fair design choice.

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While trying to get my witch(again) and priestess to 1 million pounds or higher, I managed to get my time on the Milk Dragon stage to under 11 seconds. I use the witch to kill everything except the dragon while the priestess is used to kill, the dragon and get rid of the witch’s cooldown. I use the knight to get rid of the priestess’s cooldown. Not sure if it’s more efficient than Cakes from Hell

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IIRC it isn’t, but I would have to do some math to check (since you can’t kill everything with only one character). AFAIK the only farm better than Cakes from Hell is Abandond House with the Spellsword.

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It definitely is less efficient if you’re talking about farming weight to extract for upgrades. It is an efficient way to get both the priestess and the witch to gain a lot, with the priestess gaining more. The witch gains ~2100 pounds and the priestess gains ~2750 pounds each run. Now that I think of it, it’s more efficient for both extracting from the knight for upgrades and having the witch and priestess gain a lot. When trying to do this with Cakes from Hell, the knight only gains ~1000 pounds, while with Milk Dragon, she gains ~1700. Both tend to take about 10-15 seconds to do.

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5-6-20-2
Eat the Dungeon Update v0.5.5!

Sorry about this one being late, the programming tasks for the new UI took longer than I expected. To get things back on track, I’ll also be running the poll for the next adventurer as I do the Spellblade’s new weight set and finish up v0.6

Thank you for your support!

And here’s the post:
https://www.patreon.com/posts/eat-dungeon-v0-5-36821354

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Decided to check in here to see a brand new update, cool!
the new UI elements look great, but I seem to be loading the wrong font, pic related:

Thanks for working so hard on this though

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Not sure why it’s using a different font, but the font size is definitely broken. Lot’s of text overlaying other text.

Gonna take some time to get used to the new colors for the damage types, but it shouldn’t be too hard. Looks great aside from the text issue.

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I’ve also noticed that I haven’t seen any backgrounds in the levels. The shield, candy, buff, milk, and banana icons, still haven’t been updated for me. The border indicating attack range doesnt appear when attacking enemies.

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So I tried to use the item to turn an enemy into fruit

I tried, All of the items seems to do this. It seems to go away after a few seconds, but you can’t do anything while it’s in effect

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I don’t mean to be or sound rude, but this update does in a way feel like it has downgraded the game

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Okay, something weird is going on, I reload the page, and now the items are working without issue, and the background is there.

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The only issue I have is the font issue when I load it on Safari o. my iPad. With chrome, however, do i do have problems I mentioned before (some food\attack items not updating, backgrounds missing, no capacity numbers) along side the font issue.

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