One thing I did notice after playing around with the Illusionist: the speed stat is deceptive. It isn’t -x% cooldown time, it’s +x% cooldown rate. -50% (70 points in speed) doesn’t cut cooldown time in half, but by ~33%, which is consistent with a cooldown rate change.
Thanks for pointing this out
An idea for an item that could be added in a future update:
Barbecue Sauce
Does the same thing as Chocolate Sauce or Extra Guac, but adds meat instead
I’ve managed to get the Illusionist to 300000 pounds. Not gonna try and go any further because, as you can see, her cool down is already over 300 seconds. When trying something similar with the witch with about the same upgrades to speed and metabolism, she didn’t even get to that point at 2 mil
I’m pretty sure base wait time now determines how quickly wait time increases with weight.
This would also be a pretty easy thing to fix. Just hide the stat currently being shown (x) and instead show y, with the formula y = (1/(1+x))-1. Best part is that y is already a negative, so you don’t need to make it negative. Just make sure that the current stat (x) is entered as a positive.
For example: y = (1/(1+.5[50%]))-1 = (1/1.5)-1 = 0.66…-1 = -.33…
so a speed stat of 70, which currently shows as -50%, would correctly show as -33%.
Hi, Perhaps it would be a good idea to make a standalone executable for the game, just in case the website goes down or that something else happens.
Wouldn’t he have to do that for every single update? Seems like a waste of time until the game’s gotten it’s last patch.
Yes he would it would be better to finish everything as a single version or complete switch to a new version (which would take a lot of time) but dual version would be way hard to keep up especially if they require different parts of code.
Not really. Since the entire thing seems to be mostly written in Java, all that would be needed is to compile it after an edit, and release the compiled version. Assuming nothing goes wrong, only a few minutes of work at most. There would never be a reason for the two to have different line of code, with the possible exception of data storage, which would be a one-time thing and only a few lines of code. It would require Java to be installed on the computer, but the website has the same requirement, so it wouldn’t be any extra hassle. The biggest problem would be setting up the local storage without having the browser there to do it for you. It would probably just save to a .txt or a .json in the folder it is run from, but that means it would need admin-level permission to create/alter a file other than itself.
Java script and normal java are pretty different The files have .js if I remember correctly where java files are .class and fun fact JavaScript is based on C and C# is based on java
Personally I don’t want to bother with supporting both the browser version and the standalone while the game is in development. If I do put out a standalone version it will be after the game is complete
I figured out an interesting fact about the game’s mechanics:
When a character attacks an enemy, if no damage types match the enemy’s health types it deal 1 damage to the smallest health bar the enemy has (unaffected by S(ame)T(ype)A(ttack)B(onus)) and gains 1 fullness. If the character is under the effects of a damage buff, the damage and fullness are increased to 2. This is all stuff I already knew.
What I didn’t know was that this 1 damage is also done if the enemy’s health type only matches one of the damage types a two-damage-type character has and has at least one other health type. I.E. if I use the Spellsword against an enemy that has both sword and star health types, the sword will deal normal damage (2x with STAB) against the sword health type, but her lightning damage will also do 1 point of damage to the enemy’s star health bar.
Now, where this becomes interesting is when a character can one-shot all of the enemies in a given level with at least one of her damage types. If the character and the enemy have two damage types in common, both will deal damage and grant fullness, even if only one is necessary to kill the enemy. However, if only one damage type matches, and both the attacker and the enemy have another damage/health type that doesn’t match, the fullness gained is equal to the matching health type amount +1. If the attacker is affected by a damage buff, it becomes +2. This was completely pointless for weight farming (and thus went unnoticed by me), due to the slow down incurred by buffing the existing two-damage-type characters, until the Illusionist was released. Now there is a two-damage-type character that can be buffed once and then kill the entire board (if at least one damage type matches for all enemies on the board). Now, adding a buff to the character before every attack can allow for an additional 100+ weight per run with little to no change in time per run (especially if you build her for metabolism instead of capacity).
Just thought this was an interesting discovery. I didn’t realize non-matching attack types still did damage to the enemy if there was a matching attack type, or that it could be used to optimize farming runs.
honnestly one of the best games ive played recently
now this made be crude but this game just fuels my fat fetish
its a fun strategy game that encourages smart play and resource management. i hope for the best for this game
Crude or not, I think EVERY GAME on this site is SUPPOSED to fuel ALL OUR fat fetishes. XD
v0.6.2 is here with new levels, enemies, and rewards!
Play the game here:
https://www.bewilderedgames.com/
Read the patch notes here:
https://www.patreon.com/posts/eat-dungeon-v0-6-38615189
New Content!
I mean, the sum of my first times for the 6 new levels is less than 100 seconds, but still, new content!
I do find the new enemies interesting. I expected to get enemies that directly add fullness, but ones that directly add weight is a very interesting mechanic. However, they aren’t acting in my game they way they are in your .gif. In my game, they seem to only attack one or two of my characters. Is there a mechanic I’m missing here?
The game is still on v0.6.1 for me and when it loads i can’t go past the extract/upgrade screen. None of the buttons are responding. I’m on an ipad using chrome
Edit: it works now
I might be missing somethign here, but do these new enemies actually make your characters less fat?