This Game has no review yet, please come back later...
This Game has no news yet, please come back later...
This Game has no walkthrough yet, please come back later...
Comments
Guide a dirty rotten, good-for-nothing scoundrel in their hunt for the devil through the scandalous dungeon.
The level generator in Dungeon Scoundrel is very simple but it does a reasonable job of making interesting spaces. When it makes a level it does the following:
A lot of roguelikes deliberately obscure what each item does. For example, an “effervescent potion” could do one of many things, and you won’t know what it is until you try it. Maybe it heals you, maybe it makes you turn invisible, or maybe it explodes. And which potion is which changes from game to game, so you can’t look up what effervescent potions do in advance.
In principle this sounds like an exciting mystery, but in practice it’s often tedious. Every time you start a new game you have to go through the hassle of trying a bunch of stuff in a safe area just to gain a little information. Otherwise you’re essentially gambling that the potion will be the one you want when you drink it.
In Dungeon Scoundrel I still wanted to let the player have a little of this fun. My solution was to keep everything the same from game to game. So an effervescent potion’s effect never changes. A beginning player can try to solve the exciting mystery, and an expert player can just cut to the chase.
Stairs in roguelikes operate in one of three ways. Classic roguelikes (like Nethack) have stairs that connect every level, so you are free to backtrack as much as you want. In fact, backtracking all the way to the start of the dungeon, having acquired the game’s macguffin, is usually required to beat the game. Newer roguelikes (Crypt of the Necrodancer or Spelunky, for example) often omit stairs backwards completely, making backtracking impossible.
There are a few older roguelikes (like Angband) that instead allow the player to backtrack, but don’t save the specific geometry of each level. Thus every time the player visits a floor, even if they have visited it before, it is completely new. I took this idea for Dungeon Scoundrel for two reasons:
Normally this idea has an unfortunate side-effect: the player can repeatedly enter and exit until they get a lucky level (sometimes called “stairscumming”). To solve this I just moved the player’s starting location away from the stairs, so they have to navigate at least part of each level. Of course I also allow the player to quickly jump between levels for a fee…
But now they aren’t really “stairs” are they? If I walk down a staircase I normally expect to be able to turn around and walk back up it. So I changed them to be magic portals. Making things magic is always a good solution.