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View Full Version : Tomb of Tyrants - Jake Huhman



Killswitch
05-28-2014, 06:55 AM
(Not sure why it hasn't been posted and people aren't using the section.)

Tomb of Tyrants is a dungeon-defense puzzler in which you take on the role of a tyrant (or historical curator), building a dungeon (restoring a historic site) and crushing heroes (nobly defending an anthropological treasure trove from greedy adventurers). Players match resource tiles to clear room and purchase additional floors, traps, and monsters while intrepid parties of do-gooders (vandals) venture down from the surface to defeat you and claim the Tyrants' hoard. This dual-plot setup allows you to play as either the villain or someone with grossly misplaced values.

With the way Kickstarter is doing videos now, can't seem to post them here anymore.

https://d2pq0u4uni88oo.cloudfront.net/projects/971065/video-390377-h264_high.mp4

https://s3.amazonaws.com/ksr/assets/002/045/366/994f523b0691bb2432f3935d6c040e5c_large.png?1400799 400

JHuhman
05-28-2014, 08:17 AM
This is not the original response:
When this thread first started, the game was in the midst of an unsuccessful Kickstarter. It didn't do really well, but I learned a lot, and now I am back with a newer, nicer Kickstarter (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch)!

http://www.youtube.com/watch?v=N4e4JwA8Pik


Original response follows:
Thank you for the post and invitation to share the game here on OUYA Forum. I am the developer of Tomb of Tyrants, and I am definitely planning both an OUYA and PC release. Development is still a little young, and most of my time is spent on the PC side right now, but I can verify that the game does run on the OUYA, and I think it will find a nice home there.

The Kickstarter (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants) is admittedly struggling, because I'm just one guy, and I much prefer developing to advertising, so I appreciate the push to get on here and share some details. Whichever way the Kickstarter goes, I think it will be beneficial, as I am still planning to release the game--success would greatly expedite the process, however. There are some more details over on the Kickstarter, and I'll be releasing regular updates with additional information on game mechanics and other plans over the next couple of weeks; I'll also link to those updates here when I post them.

Of course, I'll also try to field any questions people might have here =).

Thanks!

-Jake

RiotingSpectre
05-28-2014, 08:20 AM
Welcome to the forum. I love the visuals, and especially the gameplay elements. Puzzle plus what's essentially linear tower-defense is a very good idea. I'm rooting for you and your Kickstarter.

DrunkPunk
05-28-2014, 08:20 AM
Whoa! Reminds me of Tecmo's Deception. I can dig it. :cool:

iprice
05-28-2014, 08:36 AM
The game looks and sounds like a great idea.

Backed :)

Killswitch
05-28-2014, 10:01 AM
Thanks for taking the invite and welcome to the forum.

timmytot666
05-28-2014, 12:43 PM
Welcome to the forum.

Sent from my LGL55C using Tapatalk 2

Kaimega
05-28-2014, 03:33 PM
Oo, I love puzzlers and this one looks right up my alley. Hopefully your Kickstarter prevails!

JHuhman
05-29-2014, 09:42 AM
Thank you for all of the welcoming and positive reactions =). The Kickstarter's second update (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/858902) just went live; it uses some of the current floors to show how build paths can emerge.

DrunkPunk
05-29-2014, 10:05 AM
Thank you for all of the welcoming and positive reactions =). The Kickstarter's second update (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/858902) just went live; it uses some of the current floors to show how build paths can emerge.

Looking good! I'm digging the dark elves.

Backed and hoping that you can make it! :D

JHuhman
05-30-2014, 07:06 PM
The Kickstarter's third update (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/860679) is up; this one covers combat basics! Thanks again!

iprice
05-30-2014, 07:43 PM
Keep 'em coming and good luck with this :)

DrunkPunk
06-04-2014, 07:18 AM
4 days left. C'mon people! Only $345 pledged. :(

JHuhman
06-05-2014, 08:10 AM
I just posted update #5 (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/866806) (I neglected to post #4 (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/861844) here). Despite the best efforts of awesome people like DrunkPunk, we are highly unlikely to succeed at this point. However, I am planning to relaunch with slicker footage and some hindsight-powered improvements, and every bit of support we receive now should improve our odds the next time around =). Thanks for checking it out, everyone!

RiotingSpectre
06-05-2014, 08:14 AM
I just posted update #5 (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/866806) (I neglected to post #4 (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/861844) here). Despite the best efforts of awesome people like DrunkPunk, we are highly unlikely to succeed at this point. However, I am planning to relaunch with slicker footage and some hindsight-powered improvements, and every bit of support we receive now should improve our odds the next time around =). Thanks for checking it out, everyone!

I'm glad you're not giving up because the game certainly is something remarkable. I don't get how Kickstarter funds the stupidest things for gross amounts of money but projects like yours which are awesome that aren't asking for a whole lot get nothing. This is one of the reasons why I think Kickstarter was just a fad because now it's just there as a means to fund pop culture items and not dreams which can in-turn come back to the backer as a cool video game. Bah, I could go on forever about this but you all get the point. I look forward to Tomb of Tyrants: Round Two.

iprice
06-05-2014, 12:17 PM
^^ What RS said :(

Fingers crossed that the campaign is more of a success next time :)

JHuhman
06-09-2014, 01:17 AM
Thanks for the support, guys! There are about 60 minutes left in the Kickstarter (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants) right now, in case anyone wants to join the backer list and receive future update e-mails (it's not going to succeed, so you won't have to spend a dime). I will continue to post major updates here as well, though =).

Edit: And it's over, just shy of 10% of the goal. I remain very positive, though! (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/870548)

JHuhman
07-09-2014, 12:15 PM
Well, it's been a month since the last Kickstarter ended. I posted a new update (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants/posts/904889) on the status of the next campaign ("soon"--likely within a week), and included this draft for the new trailer:

https://www.youtube.com/watch?v=c2366cHNmhU

Killswitch
07-09-2014, 12:21 PM
This time people will take notice. I can help some on the Twitter viral side.
jhuhman looks so close to juhrman. :p

JHuhman
07-09-2014, 12:29 PM
Thanks! I am thinking I will run a small Twitter contest alongside it this time; I tried one last time, but I didn't have any traction to get it started, so I nixed it. This time, I believe we can get it going =).

I noticed the juhrman similarity when I started the last campaign--kind of eerie =P.

DrunkPunk
07-09-2014, 12:31 PM
Excellent news! I'll do my best to help out again. We need this. :D

rosse119
07-09-2014, 12:31 PM
Thanks! I am thinking I will run a small Twitter contest alongside it this time; I tried one last time, but I didn't have any traction to get it started, so I nixed it. This time, I believe we can get it going =).

I noticed the juhrman similarity when I started the last campaign--kind of eerie =P.

I think that means its meant to be :p

JHuhman
07-12-2014, 02:11 AM
@Rosse119 It must =).

The new Kickstarter is live here (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch)!

In case you'd rather watch videos here than visit some mysterious Kickstarter link, here's the trailer:

http://www.youtube.com/watch?v=N4e4JwA8Pik
There's also an 8-and-a-half minute gameplay demo, where I talk about various mechanics and future plans:

http://www.youtube.com/watch?v=PUGKcyQTFA4

Thanks again, everyone!

Incidentally, I've changed my first post in the thread to reflect the new stuff, but I imagine the situation might be kind of confusing for new people starting at the beginning of the thread...any suggestions?

Killswitch
07-12-2014, 02:38 AM
Incidentally, I've changed my first post in the thread to reflect the new stuff, but I imagine the situation might be kind of confusing for new people starting at the beginning of the thread...any suggestions?

I suggest they learn to read :p

People will realize it as long as you put a note or something in the first post if they go back that far.

JHuhman
07-12-2014, 02:43 AM
I suggest they learn to read :p
If only that advice were actionable from my end :p. If only...

bob-the-hamster
07-13-2014, 03:18 AM
After watching the gameplay video, I desperately hope that the view can be split into two columns for play on the TV

I understand the vertical shape of the play area, and how things fall from the tomb floors and land in the play area, and how removing puzzle blocks seems to make space for you to build more rooms, but I hate to think that half the screen might be essentially blank at all times :(

Have you attempted a two-column view? Maybe with the tomb-floors on the left and the puzzle-area on the right? I think the vertical shape of the game can still be communicated in a two-column view.

Plus, then you get to actually see all those great hero and monster animations, rather than just occasionally glimpsing them.

JHuhman
07-13-2014, 04:34 AM
After watching the gameplay video, I desperately hope that the view can be split into two columns for play on the TV

I understand the vertical shape of the play area, and how things fall from the tomb floors and land in the play area, and how removing puzzle blocks seems to make space for you to build more rooms, but I hate to think that half the screen might be essentially blank at all times :(

Have you attempted a two-column view? Maybe with the tomb-floors on the left and the puzzle-area on the right? I think the vertical shape of the game can still be communicated in a two-column view.

Plus, then you get to actually see all those great hero and monster animations, rather than just occasionally glimpsing them.

I actually addressed this a little in the Kickstarter comments (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/comments) today. A lot of that screen real-estate is being reserved for the codex, character info popups, and other UI elements. However, these are all things that can (and eventually will, on vertically-oriented platforms) be displayed over the playing area itself. I don't want to change the fact that the matching area is beneath the floors, because it makes sense and should work nicely on vertical displays.

One of the backers suggested a small highlight camera off to the side that finds important events and allows you to zoom to them immediately. In addition to an automatic one, I could possibly allow players to create several for themselves, to watch key floors, or perhaps to set up rules that dictate where they want their highlight camera(s) to look.

Another possibility is an option to allow advanced players to do as you say and play split-screen with two large, vertical camera views, so they can leave one on the hoard most of the time. I don't believe I would want this turned on by default, though; I think it could make the game feel less approachable, as having to swap focus between two side-by-side views of one vertical board may be confusing. This option seems a lot more feasible for a game controller, as the above seems like it could get messy without a mouse. Furthermore, if I follow through with some of my eventual big-picture plans, I'll have to implement split-screen for something else way down the road...

Anyway, the point is that it is something I am thinking about; even if I don't end up offering another viewport of some sort, there will be other elements to occupy that space. I imagine that this will be a big subject of discussion and experimentation during the alpha/beta, though =).


Also, I just posted the first update (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/910575) for the new Kickstarter (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch). The game is now available for voting on Steam Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=285220492)! Also, I added a minimap this afternoon, as a result of the same comments I was talking about above. It should make it easier to keep tabs on your dungeon and zoom up and down the map quickly =).

http://i.imgur.com/K8rboKS.gif

DrunkPunk
07-14-2014, 09:32 AM
Good to see that you have been thinking about all the extra elements so much. A highlight camera to help alert us to a floor that is potentially lost would/will be awesome, and if we can create camera focus points ourselves...

I'm looking forward to designing a champion. I was almost thinking of pledging for the Artificer as well so I can have a theme, hehe. ;)

JHuhman
07-15-2014, 03:51 AM
I'm looking forward to designing a champion. I was almost thinking of pledging for the Artificer as well so I can have a theme, hehe. ;)

I'll definitely have some updates that touch on each of the design reward levels a bit more, to make them a little more tantalizing (and of course, innocently answer some questions about them). Feel free to hold off on overpledging and see if one of the updates convinces you =).


Since my last post, there have also been new updates on Pixies and Imps (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/911403) as well as Combat and Encounters (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/912830).

http://i.imgur.com/VtEOtEq.gif

DrunkPunk
07-18-2014, 07:07 AM
New update meow! https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/916435

Also $1,022 of $1,500 with 15 days to go! Everyone come and throw a bit into the ring and let's make sure this get's funded this time 'round. :D

JHuhman
07-19-2014, 03:11 PM
Thanks, DrunkPunk! With the most recent update (Brigands vs Wolves) (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/919098), the Kickstarter has now covered every one of the game's ten starter floors (that update link also includes a vertical spread of all ten).
http://i.imgur.com/VWF8dnl.gif
We are now just over 75% of the way to our goal with a full two weeks remaining! Thanks to everyone who has pledged, tweeted, voted, or even just asked questions so far! I am running a one-man campaign with daily content updates, and it's the awesome backers that keep me going =).
http://i.imgur.com/lmZhnqh.png (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch)
http://i.imgur.com/AfAyywK.png (http://steamcommunity.com/sharedfiles/filedetails/?id=285220492)

Killswitch
07-21-2014, 04:26 AM
Since DP isn't here yet.

$1,327 pledged of $1,500 goal

DrunkPunk
07-22-2014, 09:33 AM
And now $1,633 of $1,500. Congrats Jake! Glad to see you made it, and also got a KS Staff Pick! :D

Killswitch
07-22-2014, 10:18 AM
Staff Pick is like instant fundage

DrunkPunk
07-22-2014, 10:41 AM
Staff Pick is like instant fundage

Too bad that he still didn't have the $6k he tried for the first time. Probably would have gotten it this time.

JHuhman
07-22-2014, 12:59 PM
I wanted to post here last night, but I was just about to put my computer to sleep when I witnessed the funding ticker jump over $1500 (two large back-to-back backers suddenly bumped it up $135). My sick fiance was happy for me, but also pretty aggravated that I then spent a bunch of time typing up an update and tweeting and such, instead of helping her fall asleep =P.


Too bad that he still didn't have the $6k he tried for the first time. Probably would have gotten it this time.

Yeah, I spent all last night wondering if I should have gone with the original goal. I went with the bare minimum this time, and even that's nearly three times what we raised in the first attempt, so it seemed daunting enough. Now we're past it with over half the time to spare!

I think we can probably double it; I'm going to add some stretch goals (starting with platform promises for all of the systems that I want to release on, but haven't been guaranteeing--but I also have some more interesting goals I'd like to throw in), and continue with my update schedule--I've still got some cool stuff coming =).


Oh, and because this is kind of still a thread about game progress, here are links to the last two content updates:

http://i.imgur.com/3WIGPWJ.gif
Update #9 - Lycanthropy! (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/920414)

http://i.imgur.com/jxDmmGM.gif
Update #10 - The Abhorrent Abattoir (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/922136)

Thanks, guys!

DrunkPunk
07-23-2014, 06:27 AM
Can't wait to see the stretch goals! :D

Killswitch
07-23-2014, 09:53 AM
Great to see a Kickstarter make it

undftdroar
07-23-2014, 03:39 PM
congrats man, the game is looking very sharp. :)

JHuhman
07-27-2014, 03:04 PM
Thanks for the support, guys! I'd post more frequently, but I'm trying to keep it to update news.
Such as the pre-alpha demo (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/928750) I released yesterday! (Desktop only, for now, I'm afraid)
I also announced stretch goals last week (we've already hit the first one! (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch/posts/927041)), and I livestreamed art progress on the Scorching Scrapyard!
http://i.imgur.com/Xgimund.gif

Thanks again; we've still got a week to go, and hopefully, it'll pull in a bit more and knock off another stretch goal!

takedownmak
07-27-2014, 03:17 PM
I could not get the download to work its not an apk file. But you should but the prealpha demo on the OUYA store so people can try it out :)

JHuhman
07-27-2014, 03:21 PM
I am so sorry; I meant to make a note of this on my post--I will go do so now--, but it is a desktop-only demo =/. I may try to put up an OUYA demo later, but I think those controls still need a little work, and I'm afraid I don't have the time for it right now. I will definitely make a post here when I do, though =).

DrunkPunk
07-28-2014, 06:07 AM
I am so sorry; I meant to make a note of this on my post--I will go do so now--, but it is a desktop-only demo =/. I may try to put up an OUYA demo later, but I think those controls still need a little work, and I'm afraid I don't have the time for it right now. I will definitely make a post here when I do, though =).

Yes, please do! I've got space saved for an OUYA demo. ;)

RiotingSpectre
08-01-2014, 11:23 PM
Vanish from the forum for a month and come back to find this passing its second round Kickstarter. Guess I got somethin' to look forward to in the future. Congratulations.

JHuhman
08-02-2014, 03:33 AM
Thanks, RiotingSpectre! This Kickstarter (https://www.kickstarter.com/projects/2145205344/tomb-of-tyrants-the-rematch) has gone much, much better than the last =). There's only about 22 hours remaining on the three-week campaign, but we've nearly doubled my goal. In the last 21 days, I've posted 26 updates--almost all of which revolved around actual content details and additions--, hosted a number of livestreams, and wrapped up a demo build, so I've been pretty busy! I've received some really great support from the backers so far, and I'm looking forward to working with the community as I continue development. I definitely plan to continue the pixel art livestreams =).

I wish I had found the time to release an OUYA demo during the campaign, but I have not been able to do so =/. I will try to get something out for you guys before I start the desktop alpha phase, so you don't feel left out =). Thanks again!

Killswitch
08-03-2014, 12:25 AM
With half an hour left, I think we can clearly assume you're funded.
So...
http://images02.kurier.at/YdmGHYG.gif/kurier-slideshow-slide-thumb/70.503.227

RiotingSpectre
08-03-2014, 12:57 AM
Two minutes left.

boxtropica
08-03-2014, 01:02 AM
FUNDED!
http://www.gifs-paradise.com/animations/animated-gifs-fireworks-15.gif

JHuhman
08-03-2014, 03:51 AM
Thank you, once again, guys! I am beyond thrilled by the results (over $3500, with PayPal donations!), and I am really looking forward to working with all of you as I bring Tomb of Tyrants to the OUYA (and a bunch of other things). I'm sure I'll be posting here even more in the future =).

Pat1986
08-03-2014, 08:47 AM
Congratulations! I`m glad i backed this. This will be soo much fun on OUYA. :)

RiotingSpectre
08-03-2014, 07:27 PM
Congratulations!

JHuhman
08-23-2014, 05:19 AM
Hey, everyone! It's been a few weeks, but I have something just for you guys: a Tomb of Tyrants pre-alpha OUYA demo (http://tot.jhuhman.com/viewtopic.php?f=4&t=37)! I expressed some concerns about performance in last week's Kickstarter update, but I made a bunch of improvements across the board, and performance is now a non-issue; the OUYA even passed my stress test (a few hundred active characters and dozens of floors) with flying colors =)! Content and feature-wise, this is basically the same demo that I released during the Kickstarter; there are additional notes over on the forum announcement.

Anyway, I wanted to link you all to this before I talk about it in my weekly update tomorrow night. Let me know what you think, or if you run into any trouble! Unfortunately, I'll be busy all day tomorrow (packing and driving), but I'll be sure to check in in the evening. Thanks for all of your support, guys!

Killswitch
08-23-2014, 06:47 AM
Thanks for stopping by and letting people know.

RiotingSpectre
08-23-2014, 06:50 AM
Hey, everyone! It's been a few weeks, but I have something just for you guys: a Tomb of Tyrants pre-alpha OUYA demo (http://tot.jhuhman.com/viewtopic.php?f=4&t=37)! I expressed some concerns about performance in last week's Kickstarter update, but I made a bunch of improvements across the board, and performance is now a non-issue; the OUYA even passed my stress test (a few hundred active characters and dozens of floors) with flying colors =)! Content and feature-wise, this is basically the same demo that I released during the Kickstarter; there are additional notes over on the forum announcement.

Anyway, I wanted to link you all to this before I talk about it in my weekly update tomorrow night. Let me know what you think, or if you run into any trouble! Unfortunately, I'll be busy all day tomorrow (packing and driving), but I'll be sure to check in in the evening. Thanks for all of your support, guys!

I downloaded it and played the demo until I died which in the end garnered me a twelve thousand score. A lot of fun and I'll give detailed feedback when I feel better.

Pat1986
08-23-2014, 09:02 AM
thank you for the demo. going to test it later! :)

bob-the-hamster
08-24-2014, 04:40 AM
It took me a while to realise why I couldn't build any floors even though I had enough of the right color points.

I would like to see some visual feedback when I try to buy a floor but don't have room for one. Like maybe the puzzle blocks that are obstructing the place where the next floor would go should shudder or flash or something.

I am sure the hint wont matter a bit for an experienced player, but for a beginner it could help a lot

JHuhman
08-24-2014, 05:48 PM
It took me a while to realise why I couldn't build any floors even though I had enough of the right color points.

I would like to see some visual feedback when I try to buy a floor but don't have room for one. Like maybe the puzzle blocks that are obstructing the place where the next floor would go should shudder or flash or something.

I am sure the hint wont matter a bit for an experienced player, but for a beginner it could help a lot


That's a good idea. I plan to add an indication of how tall floors are (while most are three blocks tall, some are four or five), but I haven't done so yet, because I'm planning to experiment more with the purchasing UI during the alpha--it may change significantly. Still, flashing the obstructing tiles would be a great addition =). Thanks!

bob-the-hamster
08-25-2014, 01:52 AM
I have been playing for a while, and I gotta say the difficulty curve starts out pretty brutal. I can rarely last long enough to purchase 3 floors, and when I do build a floor, I would estimate that about 75% of the time I am too slow anyway, and the heroes march through before any defending monsters have time to spawn.

My current high score is under 3000.

I have been getting an occasional crash, it never happens int he first game, but after I die and try again it seems to happen. The controls become unresponsive for a few seconds before the crash, although the animation continues right up to the end. I have saved a logcat of the crash, which I can send if you are interested.

In spite of all my complaining, I am really enjoying this. Great work! I like what this game is already, and I am even more excited to see what it will become when it is finished :)

DrunkPunk
08-25-2014, 03:08 PM
After trying a few times to play, I can't even get it to purchase a floor for me, haha! I have all the necessary resources and I "click" on the floor/room/factory but it won't let me purchase it.

Going to try a few more times before I head out to get some fishing done...

JHuhman
08-25-2014, 03:27 PM
I have been playing for a while, and I gotta say the difficulty curve starts out pretty brutal. I can rarely last long enough to purchase 3 floors, and when I do build a floor, I would estimate that about 75% of the time I am too slow anyway, and the heroes march through before any defending monsters have time to spawn.

Yeah, I kept the pacing from the PC demo, which could be pretty intimidating; given that there are relatively few mechanics to play with in the demo, I felt the easiest way to make it feel challenging and game-y (rather than just tech-demo-y) was to make it hard, just for the time being. I think the OUYA controls make it slightly more difficult, so it might have been a good idea to ease up on the difficulty a smidge, but considering that I am changing the wave system significantly for the alpha, I left it as-is here (no point adjusting a mechanic that is nearly obsolete). I can say that it is *possible* to do very well in the OUYA version, but my experience gives me a huge advantage =P.


I have been getting an occasional crash, it never happens int he first game, but after I die and try again it seems to happen. The controls become unresponsive for a few seconds before the crash, although the animation continues right up to the end. I have saved a logcat of the crash, which I can send if you are interested.

I would appreciate that =).


After trying a few times to play, I can't even get it to purchase a floor for me, haha! I have all the necessary resources and I "click" on the floor/room/factory but it won't let me purchase it.

It could be that you're hitting what Bob described a few posts up; you need to have both the resources AND the space to build a floor. Most floors require you to have three rows cleared before you can build (some as many as five rows). I'll add an indication of this in the future, but for now, the background on the button is grayed out if you can't actually build it yet, and blue if it is available. I am planning to try a couple of alternative purchasing UI options during the alpha; once I know what I'm settling on, I'll make sure that kind of information is obvious =).

If you definitely have the space and it isn't letting you build, then that's bad, and I'll need to check it out.

DrunkPunk
08-25-2014, 04:19 PM
It could be that you're hitting what Bob described a few posts up; you need to have both the resources AND the space to build a floor. Most floors require you to have three rows cleared before you can build (some as many as five rows). I'll add an indication of this in the future, but for now, the background on the button is grayed out if you can't actually build it yet, and blue if it is available. I am planning to try a couple of alternative purchasing UI options during the alpha; once I know what I'm settling on, I'll make sure that kind of information is obvious =).

If you definitely have the space and it isn't letting you build, then that's bad, and I'll need to check it out.

Nope, it was just me. I played it again after my initial couple tries and figured out that I'm a dumbass. :)

Perhaps having the backgrounds more blacked out than the light grey? Maybe it was just misleading to me, but something super dark would let us derpy people understand that "You can't build here!".

After I figured out what I was doing wrong everything went great, but after a few rounds the game crashed. The maximum for me seems to be 5-7 rounds and then I'm guaranteed a crash. Not major as this is just an alpha but thought I would report it anyway. :D

Definitely need a scramble tile. Maybe we could get awarded them every 2k points or so? That would be super helpful.
Another thing (for me) are the controls. If we could have the triggers mapped to zap us over to the troop box with R2, the room selection with L2, the game grid with R1 and then just have L1 cycle perhaps? Just an idea for ease with the controller as trying to scroll up and then go over occasionally sees me going "What the hell am I? I need to match blocks, ahhhh!".

bob-the-hamster
08-25-2014, 04:20 PM
I sent the logcat via a private message.

I kept playing more last night, and I was paying better attention when it happened again.

It seems that sometimes after you die, one floor fails to collapse. Gameplay starts back up again but the Tyrant has not arrived yet.

I had a floor full of dark elves, and no Tyrant. I played, but as soon as a hero came and started fighting the dark elves, the game crashed.

I don't know if that is the same as the crash I sent you the logcat for. I should have captured two logcats, but I was sleepy :)


After playing more, I managed to get my high score over 5000 just once.

I think the key strategies I have identified so far are:

* Play fast! (I am not good at this yet, but I can see how much it matters)
* Memorize which floors are most useful to get early. I don't have *any* of them memorized yet, and I am just buying them randomly as soon as I have space for them, but I am trying to pay attention, and I am sure I will get them down eventually.

I had a thought about trying to purchase a floor when you don't have room for it yet. Would it be possible to queue a floor so that it will be auto-purchased when you make room?

I also noticed that sometimes floors show an icon on the right side with what appears to be a price. I assume that means I have to meet that price in order to activate some feature of that floor, but do I have to manually press the button on those icons? or will the happen automatically when I have the tiles to afford them?

JHuhman
08-25-2014, 06:14 PM
Perhaps having the backgrounds more blacked out than the light grey? Maybe it was just misleading to me, but something super dark would let us derpy people understand that "You can't build here!".

To be fair, the gray is pretty similar to the gray-ish blue I'm using, so you're right that a color change would be prudent. I think actually I want to light up the background in some other way, but this is another instance of the current button art not being final, because I'm not sure which UI layout I'll be going with. Whatever happens, I will definitely consider the colors a little more closely.


After I figured out what I was doing wrong everything went great, but after a few rounds the game crashed. The maximum for me seems to be 5-7 rounds and then I'm guaranteed a crash. Not major as this is just an alpha but thought I would report it anyway. :D

I'm going to assume this is the same issue Bob is encountering (see below).


Definitely need a scramble tile. Maybe we could get awarded them every 2k points or so? That would be super helpful.

While I don't believe I've ever encountered a board where there were absolutely no matches to be had, I agree that there are times when you're looking at it and you start to panic because nothing jumps out at you immediately. There are a few items that can be used on the board in various ways, and maybe there will be an actual scrambler of some sort as well, but they are all picked up by either matching them on the board (if they are dropped by a slain creature) or by purchasing them directly from a store floor. These mechanics just aren't in the demo.


Another thing (for me) are the controls. If we could have the triggers mapped to zap us over to the troop box with R2, the room selection with L2, the game grid with R1 and then just have L1 cycle perhaps? Just an idea for ease with the controller as trying to scroll up and then go over occasionally sees me going "What the hell am I? I need to match blocks, ahhhh!".

I found myself accidentally pushing left or right occasionally and not realizing I'd changed off of the hoard, as well, so I agree that I should probably nix the left/right navigation with the left stick/DPad. Other than that, most of the control changes will depend on where I settle with all of the UI, so I'll probably be looking for more opinions on it in a couple of weeks.


I had a floor full of dark elves, and no Tyrant. I played, but as soon as a hero came and started fighting the dark elves, the game crashed.

I don't know if that is the same as the crash I sent you the logcat for. I should have captured two logcats, but I was sleepy :)

After looking at the log, I think that it was probably the same error; it looks like there was a character that was trying to be on the wrong level (possibly because their floor was no longer at the depth it had been?), and when they try to retrieve information about their (nonexistent) floor, it crashes. I've addressed the actual crashing part, but I'll have to keep an eye out for the underlying problem. This bug should not be exclusive to the OUYA version, so I'll probably encounter it while testing other things this week. Thanks for the assistance =).


I think the key strategies I have identified so far are:

* Play fast! (I am not good at this yet, but I can see how much it matters)
* Memorize which floors are most useful to get early. I don't have *any* of them memorized yet, and I am just buying them randomly as soon as I have space for them, but I am trying to pay attention, and I am sure I will get them down eventually.

Play fast is the real strategy right now, sorry. The more tactical components of the game (items, party-building, ability countering) aren't in the demo, so I increased the pace of the game instead. In the coming alpha releases, the heroes will gather on the surface for a while before entering your dungeon in a larger wave; you'll have down time between waves of heroes to focus on puzzling and planning, and then things should only be frantic during the waves--when you'll actually be encouraged to watch your dungeon--deploying items, reinforcing minions, or building traps.


I had a thought about trying to purchase a floor when you don't have room for it yet. Would it be possible to queue a floor so that it will be auto-purchased when you make room?

I think this is an excellent idea =).


I also noticed that sometimes floors show an icon on the right side with what appears to be a price. I assume that means I have to meet that price in order to activate some feature of that floor, but do I have to manually press the button on those icons? or will the happen automatically when I have the tiles to afford them?

Do you mean the minion purchase buttons on the right side of the dungeon? If a minion dies, their button will reappear. Someone else requested an auto-purchase option, but it would have to be an option, because there are sometimes advantages to not buying things immediately.

DrunkPunk
10-17-2014, 11:07 AM
Putting this up there to let everyone know that this is moving forward, in a big way, and that the OUYA version is improving. More news to come peeps. Stay tuned! :D

Pat1986
10-05-2015, 05:02 PM
any lifesign?

Killswitch
10-05-2015, 06:22 PM
He is alive...may have to go knock and say hello.

DrunkPunk
10-06-2015, 05:40 AM
Oh man! I nearly forgot about this, and I backed it too.

Since it's been nearly a year, I should probably reconnect with him!