What changed
0 fixes4 additions3 changes1 removal
- Events
- Server
- Gameplay
- Balance
changedDear Adventurer, we received a lot of really valueable feedback. Thanks for that! In this event post, I'll be talking a bit about what some of the most common things were the players did not like about the game and how we are approaching on changing them for the better. We recoded a good chunk of the entire game, too.
changedIf you want to give us your feedback or think that one of the changes is not doing the right thing for the game, feel free to tell us on our Discord Server.
addedGameplay DepthNot Another Dungeon?! is a casual experience. Some would say, it's gameplay is flat. A lot of things do not have any meaningful impact. We want to change that, but not forget the simplistic approach which makes Not Another Dungeon?! . We simply want to add more to discover. And by that, we mean a lot more to discover. We really like the "easy to learn, hard to master" aspect of our game and by adding a lot more of diversity and bit more of complexity, we aim to make Not Another Dungeon?! a better experience for both casual and tryhard gamers.
addedThe Ability Card SystemThe by far worst-received feature of the current state of Not Another Dungeon?! is the Ability Card System - The cards on your hand which you draw from your deck. They simply have almost no impact right now - except for the Guild, which is, and is for all times going to be, the key to our gameplay. We just wanted the other Ability Cards to feel more diverse and impactful. While the old cards were mostly small tools to help the player perfecting enemies (bringing them to exactly 0 health to gain bonus points), we wanted to rework that entire system. Not only did we add a lot of more Ability Cards, we also introduced a whole lot of new mechanics (like Shields and Status Effects) which they bring to the table as well as a system to keep early-game cards relevant until the end: Scaling. Cards like Quick Punch will not deal 1 damage, but instead 1->5, which means that the strength of the card increases while progressing through the dungeon. This, combined with the less cards a new hero adds to your deck, should make for some more strategic, diverse and fun runs.
removedAbilitiesWe simply changed or removed any abilites from units that we thought have no impact on the game at all. Abilities used multiple times were put into so-called "Status Effects", which can be seen on the bottom of the card. Those keywords replace the buffs, such as Puppy Protection and the Banners. Units that you receive later in the game have more complex effects than those you start with, although we try to keep the card effects as simple as possible.
addedQuality Of Life"Why do I have to choose a target for every single Ability Card, even if it does not have any effect on the selected unit?" - We are changing that. Instead of dragging all Ability Cards on a target, we changed it so you drag the card you want to use in the center of the screen and then select your target(s) (yes, we do have a few new Ability Cards which require more than one target). Although this takes a bit of time to get used to, we found this approach to be a lot less frustrating and clear than the old one. We are still thinking about adding an option to revert to the old system, but this is really unlikely.
Not Another Dungeon?! changes
changedDear Adventurer, we received a lot of really valueable feedback. Thanks for that! In this event post, I'll be talking a bit about what some of the most common things were the players did not like about the game and how we are approaching on changing them for the better. We recoded a good chunk of the entire game, too.
changedIf you want to give us your feedback or think that one of the changes is not doing the right thing for the game, feel free to tell us on our Discord Server.
addedNot Another Dungeon?! is a casual experience. Some would say, it's gameplay is flat. A lot of things do not have any meaningful impact. We want to change that, but not forget the simplistic approach which makes Not Another Dungeon?! . We simply want to add more to discover. And by that, we mean a lot more to discover. We really like the "easy to learn, hard to master" aspect of our game and by adding a lot more of diversity and bit more of complexity, we aim to make Not Another Dungeon?! a better experience for both casual and tryhard gamers.
addedThe by far worst-received feature of the current state of Not Another Dungeon?! is the Ability Card System - The cards on your hand which you draw from your deck. They simply have almost no impact right now - except for the Guild, which is, and is for all times going to be, the key to our gameplay. We just wanted the other Ability Cards to feel more diverse and impactful. While the old cards were mostly small tools to help the player perfecting enemies (bringing them to exactly 0 health to gain bonus points), we wanted to rework that entire system. Not only did we add a lot of more Ability Cards, we also introduced a whole lot of new mechanics (like Shields and Status Effects) which they bring to the table as well as a system to keep early-game cards relevant until the end: Scaling. Cards like Quick Punch will not deal 1 damage, but instead 1->5, which means that the strength of the card increases while progressing through the dungeon. This, combined with the less cards a new hero adds to your deck, should make for some more strategic, diverse and fun runs.
removedWe simply changed or removed any abilites from units that we thought have no impact on the game at all. Abilities used multiple times were put into so-called "Status Effects", which can be seen on the bottom of the card. Those keywords replace the buffs, such as Puppy Protection and the Banners. Units that you receive later in the game have more complex effects than those you start with, although we try to keep the card effects as simple as possible.
Dear Adventurer, we received a lot of really valueable feedback. Thanks for that! In this event post, I'll be talking a bit about what some of the most common things were the players did not like about the game and how we are approaching on changing them for the better. We recoded a good chunk of the entire game, too.
If you want to give us your feedback or think that one of the changes is not doing the right thing for the game, feel free to tell us on our Discord Server.
Gameplay Depth
Not Another Dungeon?! is a casual experience. Some would say, it's gameplay is flat. A lot of things do not have any meaningful impact. We want to change that, but not forget the simplistic approach which makes Not Another Dungeon?!. We simply want to add more to discover. And by that, we mean a lot more to discover. We really like the "easy to learn, hard to master" aspect of our game and by adding a lot more of diversity and bit more of complexity, we aim to make Not Another Dungeon?! a better experience for both casual and tryhard gamers.
The Ability Card System
The by far worst-received feature of the current state of Not Another Dungeon?! is the Ability Card System - The cards on your hand which you draw from your deck. They simply have almost no impact right now - except for the Guild, which is, and is for all times going to be, the key to our gameplay. We just wanted the other Ability Cards to feel more diverse and impactful. While the old cards were mostly small tools to help the player perfecting enemies (bringing them to exactly 0 health to gain bonus points), we wanted to rework that entire system. Not only did we add a lot of more Ability Cards, we also introduced a whole lot of new mechanics (like Shields and Status Effects) which they bring to the table as well as a system to keep early-game cards relevant until the end: Scaling. Cards like Quick Punch will not deal 1 damage, but instead 1->5, which means that the strength of the card increases while progressing through the dungeon. This, combined with the less cards a new hero adds to your deck, should make for some more strategic, diverse and fun runs.
Abilities
We simply changed or removed any abilites from units that we thought have no impact on the game at all. Abilities used multiple times were put into so-called "Status Effects", which can be seen on the bottom of the card. Those keywords replace the buffs, such as Puppy Protection and the Banners. Units that you receive later in the game have more complex effects than those you start with, although we try to keep the card effects as simple as possible.
Quality Of Life
"Why do I have to choose a target for every single Ability Card, even if it does not have any effect on the selected unit?" - We are changing that. Instead of dragging all Ability Cards on a target, we changed it so you drag the card you want to use in the center of the screen and then select your target(s) (yes, we do have a few new Ability Cards which require more than one target). Although this takes a bit of time to get used to, we found this approach to be a lot less frustrating and clear than the old one. We are still thinking about adding an option to revert to the old system, but this is really unlikely.
Of course, we are also adding a lot of new content, such as a new Booster Pack with 21 new heroes, a few new collectables and a brand-new dungeon into the game. I don't want to get too specific here, you'll have to wait for the update itself to find out what exactly is new.
Not Another Dungeon?! will release it's version 2.0.0 May 1st, 2022.
If you have any feedback or just want to talk to other players and us developers, feel free to join our Discord-Server.
With best regards Tim "Beatless" B., Director of Not Another Dungeon?!