[edit - seems my only mistake, was thinking I made a mistake! Thanks to everyone in the comments letting me know you /do/ keep the gold] Oops, noticed a teeny tiny mistake -- I'm pretty sure any left-over loot in the chests disappears at the end of the day, I think we only make money from entry fee and vendors, which I grudgingly accept. We shall think of it as offering a sacrifice to the Loot Goblin Gods, in thanks for a good day of Hero hunting. We wouldn't want to get on their bad side after all...
According to hints though, using 1 soul/day you can lock chests, and then you get to keep the contents for yourself :P (I seem to remember that in the demo locking chests was free and you kept the money always, hence why you would think that? Or maybe it was all a little mandela effect.
Odd thing, you are losing out on gold generation if a hero dies to a trap in a area without storage in that area to horde the gold. Like a trap in a hallway.
Avaaaaaaak you're not gaining gold unless you LOCK CHESTS. It does get BURNED instead if the chests are full at the end of the day but the chests aren't locked :(
"Wish you could spend tickets to change your quests" OR as any sensible person would do, DON"T GIVE QUESTS YOU CAN"T EVEN DO!!!!! You Shouldn't get Respawn Quests when you don't even have the Respawner. Thats just Stupid and Poor game design. Also worth noting the Heros DO need to fight their way OUT of the Dungeon once they decide to leave, so anyone who isn't dying to the Rat or Bat are dying to the Spider and Wolf on their way out. I suspect the "wish their where more monsters to fight" are coming from all the people that show up and everything is already dead, so all they can do is LOOT. Definitely need more Dispensers though, so many visitors so few potions.... unless they refill after a while. (can't tell if they do or not) Also that Camping Sight is just big enough to fill up a 5v5 room, funny how that works out.
My brain has already started planning out themed rooms, e.g. spider room filled with webs and spider eggs, wolves full of bones, undead with coffins, etc. Store rooms with crates and barrels, libraries. Maybe even a large entrance room made to look like a tavern to put party tables in. So many possibilities!
I find it terribly amusing that AS Aavak is expressing a desire to have a stat which shows kills, the text scroll at the top tries very hard and goes: "Encrypt in 10x8 room is killing too many heroes." Really excellent timing on that. :D
"Having caskets just dotted along the walls..." meanwhile Dark Souls: "what if the walls were _made_ of caskets? Flooring? Oh, just pile another couple hundred bodies on there."
Meanwhile this game: what if the walls were made of chests to store gold of fallen hero? Flooring oh, just pile another couple hundred gold piles there in vases
@@loganshaw4527 Yeah, it does seem a little out of whack that the heroes buy most of the potions, seem to mostly still have full pockets, end up getting killed or leaving completely exhausted after yoyoing between several fight rooms, leave behind full chests of gold, and at the end of the day the main criticism you get STILL is "I wish there were more monsters to fight". Like, what? You want to drown the dungeon in EVEN MORE gold you won't be carrying out of it (one way or the other)?
@@Photoloss More weak monsters I would guess. Or maybe they just get that thought when the monsters in the room are pre-killed by the adventurers ahead of them.
As someone who has been reading Dungeon Core fiction for years this game scratches a particular itch and am super excited to play it! Thanks for letting me know it exists Aavak!
Right, nice to find a like minded individual. But I think players need to install more chests for the pack rats to store the hero's "adventure's" loot form them "losing".
Looks like an excellent little game, and definitely well suited to your style of content. Would watch a miniseries if it happened to become available... That aside, I wonder if you can set up one way exits and whatnot later - it felt a little odd that heroes were beating the miniboss only to be jumped by a respawning minion as they plundered their well earned gold, so setting up a "loot room" after (and separate from) a difficult room seems sensible, but a one way exit would allow adventurers to leave without having to re-fight the miniboss on the way out.
If a game was going to steal the nemesis system from shadows of mordor, this one would be it. Imagine if heroes eventually learn your dungeon and come up with their own meta strategies to conquer it.
Hi Aavak! Got the game with the link you provided for Steam. Saw on Steam sale and wanted more content, now I find a video of you perfectly explaining and your style. Then I needed it
I got forty four minutes into this video and said "ah fuck it" and bought the game. 3.7 hours later, I can recommend, watch out for the pathing crash (sometimes if you obstruct one of the features of your dungeon it won't notify you, just crash to desktop, only happened once in the 3.7 hours I played)
Putting the trap in front of the "middle" of the side chests would be doubly devious - yes, it does increase the chance that they'll walk onto it. But it also means that someone going for that chest might get trapped which may cause them to want to get a potion. Or someone who just got a potion will walk onto the trap. Causing loops in behaviour which fund the fungeon. Same for the hallway - trap the center and they'll arrive by the other room injured so they'll have incentive to buy a perhaps slightly more expensive potion. Considering clever placement, not just as a means to kill - but as a means of incentivizing the heroes from spending their hard earned cash.
I've seen many videos on the demo witched look pretty good. I hope you continue this for at least 1 more video so I can get a better idea if I want to buy it or not.
Thank the Lord that you are building symmetrically wherever it makes sense. :D The game actually looks a lot better than I first assumed. Thanks for the entertaining videos.
It's on my to-do list, but not near the top. So it'll probably be a cozy game I play at some point when there's a lull in other games, and I can just dump a week into playing it all the way through and having a bunch of episodes for the channel, rather than trying to squeeze it in around other big releases.
I think they can quaff potions mid battle, @58:50 (58:57 drinking pot) Cedric Fletcher the warrior quaff's his, mid battle with minimurgle. 5 seconds later aavak's "they cant just drink one in the middle of a fight"... mare moments beforehand "well done, wise got one of each" 😅 as always love the content, cant wait for more
What an interesting game. I have never thought of a dungeon like an amusement park. Also I would very much put a spike trap in front of the Stamina potion dispenser. After all, if they are going for that one then they already have plenty of health, and it might convince them to buy a health potion afterwords.
That one guy always asking for more monsters to fight: you only have a few monster you could always add more to maximum and raise the maximum to add more.
You should make the first room the boss room, with as many chests as you can get( with good enemies) and have them walk around to enter through other rooms.
Where do we sign the petition for a dipper dive? Ah there it is! Excuse me, the rolled parchment at the top, is this how many people have signed already? Yes? Oh good!
Something I noticed halfway through the video. You don't like any silent moments it seems, just a constant stream of words and so quite often keep talking about a particular thing. A moment to breathe and think might solve those 🖖
It's not obvious as a viewer, but blank space quickly becomes uncomfortable. There's a reason news, radio, sports, and most other forms of consume-only content don't have considerable spaces in talking. Radio hosts and announcers are actually trained how to fill gaps. The only time you wouldn't is in dramas where the gaps are intentionally created for dramatic effect, where the uncomfortable silence is relevant to the character's interactions.
Pretty embarrassing comment, there's still time to delete this yknow. They has been used for a single person of unknown (or unimportant to the conversation) gender since before Shakespeare.
[edit - seems my only mistake, was thinking I made a mistake! Thanks to everyone in the comments letting me know you /do/ keep the gold] Oops, noticed a teeny tiny mistake -- I'm pretty sure any left-over loot in the chests disappears at the end of the day, I think we only make money from entry fee and vendors, which I grudgingly accept. We shall think of it as offering a sacrifice to the Loot Goblin Gods, in thanks for a good day of Hero hunting. We wouldn't want to get on their bad side after all...
How very dare you. Making mistakes, like some kind of regular guy. The absolute audacity.
According to hints though, using 1 soul/day you can lock chests, and then you get to keep the contents for yourself :P
(I seem to remember that in the demo locking chests was free and you kept the money always, hence why you would think that? Or maybe it was all a little mandela effect.
@@Jonjon13Jonjon13 I remember it as you do. So I'm probably misremembering too.
Odd thing, you are losing out on gold generation if a hero dies to a trap in a area without storage in that area to horde the gold. Like a trap in a hallway.
Avaaaaaaak you're not gaining gold unless you LOCK CHESTS. It does get BURNED instead if the chests are full at the end of the day but the chests aren't locked :(
Oh this looks like marvelous fun. I'd love to see more!
Please continue this as a series!
Always check for pony-sized holes when selecting a campsite. Finding a rat in your boot is an annoyance, Finding your boot in a rat, Problematic.
Goodness, this game looks great! And is very much Dark Aavak :)
Someone please help me understand why my brain goes: Megaquarium vibes
"Wish you could spend tickets to change your quests" OR as any sensible person would do, DON"T GIVE QUESTS YOU CAN"T EVEN DO!!!!! You Shouldn't get Respawn Quests when you don't even have the Respawner. Thats just Stupid and Poor game design.
Also worth noting the Heros DO need to fight their way OUT of the Dungeon once they decide to leave, so anyone who isn't dying to the Rat or Bat are dying to the Spider and Wolf on their way out. I suspect the "wish their where more monsters to fight" are coming from all the people that show up and everything is already dead, so all they can do is LOOT. Definitely need more Dispensers though, so many visitors so few potions.... unless they refill after a while. (can't tell if they do or not)
Also that Camping Sight is just big enough to fill up a 5v5 room, funny how that works out.
My brain has already started planning out themed rooms, e.g. spider room filled with webs and spider eggs, wolves full of bones, undead with coffins, etc. Store rooms with crates and barrels, libraries. Maybe even a large entrance room made to look like a tavern to put party tables in. So many possibilities!
This is exactly how I would design things too
Reincarnated as a slime Season 3 in a nutshell.
Rimuru approved videogame
Actually, pretty much yeah.
I find it terribly amusing that AS Aavak is expressing a desire to have a stat which shows kills, the text scroll at the top tries very hard and goes: "Encrypt in 10x8 room is killing too many heroes." Really excellent timing on that. :D
"Having caskets just dotted along the walls..." meanwhile Dark Souls: "what if the walls were _made_ of caskets? Flooring? Oh, just pile another couple hundred bodies on there."
Meanwhile this game: what if the walls were made of chests to store gold of fallen hero? Flooring oh, just pile another couple hundred gold piles there in vases
@@loganshaw4527 Yeah, it does seem a little out of whack that the heroes buy most of the potions, seem to mostly still have full pockets, end up getting killed or leaving completely exhausted after yoyoing between several fight rooms, leave behind full chests of gold, and at the end of the day the main criticism you get STILL is "I wish there were more monsters to fight". Like, what? You want to drown the dungeon in EVEN MORE gold you won't be carrying out of it (one way or the other)?
@@Photoloss More weak monsters I would guess. Or maybe they just get that thought when the monsters in the room are pre-killed by the adventurers ahead of them.
Please make another few episodes of this, it seems really fun and the combinations of decor items alone would be amazing to see.
As someone who has been reading Dungeon Core fiction for years this game scratches a particular itch and am super excited to play it! Thanks for letting me know it exists Aavak!
Right, nice to find a like minded individual. But I think players need to install more chests for the pack rats to store the hero's "adventure's" loot form them "losing".
You got me with that subtle Diablo reference
Looks like an excellent little game, and definitely well suited to your style of content. Would watch a miniseries if it happened to become available...
That aside, I wonder if you can set up one way exits and whatnot later - it felt a little odd that heroes were beating the miniboss only to be jumped by a respawning minion as they plundered their well earned gold, so setting up a "loot room" after (and separate from) a difficult room seems sensible, but a one way exit would allow adventurers to leave without having to re-fight the miniboss on the way out.
OK, this one looks RIDICULOUSLY fun! This seems to be right up my alley.
Will be perfect when we can get a dragon in the dungeon. xD
Hi Aavak. There is, in fact, an anime about someone whose soul was put into a vending machine.
If I had a nickle for every time... et cetera.
Ah yes, I had significant reservations about watching it when Shelab suggested it, but actually ended up enjoying it quite a lot. Good ol' Boxxo.
Ohhh I would love to see you play mire of this. Its cute, its tactical, AND you can design!!!
Oh, I would love to see more of this series (I already downloaded the demo and got to Day 14)
That was a lot of fun to watch!
Would love to see more eps if possible, ty 4 great vid.
Definite vibes of a particular board game I've got kicking around, called Boss Monster. Love it!
is it me.. or does the 'dirt' more look like a bloody mush? I do like the other special floor, gives me toilet vibes.
spamming dispensers is not always best idea, sometimes it's better to just increase their prices.
If a game was going to steal the nemesis system from shadows of mordor, this one would be it. Imagine if heroes eventually learn your dungeon and come up with their own meta strategies to conquer it.
Hi Aavak! Got the game with the link you provided for Steam. Saw on Steam sale and wanted more content, now I find a video of you perfectly explaining and your style. Then I needed it
I got forty four minutes into this video and said "ah fuck it" and bought the game.
3.7 hours later, I can recommend, watch out for the pathing crash (sometimes if you obstruct one of the features of your dungeon it won't notify you, just crash to desktop, only happened once in the 3.7 hours I played)
Putting the trap in front of the "middle" of the side chests would be doubly devious - yes, it does increase the chance that they'll walk onto it. But it also means that someone going for that chest might get trapped which may cause them to want to get a potion. Or someone who just got a potion will walk onto the trap. Causing loops in behaviour which fund the fungeon.
Same for the hallway - trap the center and they'll arrive by the other room injured so they'll have incentive to buy a perhaps slightly more expensive potion.
Considering clever placement, not just as a means to kill - but as a means of incentivizing the heroes from spending their hard earned cash.
nine by nine, reminds me of direwolf20
That was my first thought when he said it.
Same too
I've seen many videos on the demo witched look pretty good. I hope you continue this for at least 1 more video so I can get a better idea if I want to buy it or not.
im waiting for the dead end corridors that leads to traps and death what kind of dungeon doesnt have dead ends :)
Y gem hwn yn edrych hwyl iawn.
Diolch :D
Thank the Lord that you are building symmetrically wherever it makes sense. :D
The game actually looks a lot better than I first assumed. Thanks for the entertaining videos.
You're more than welcome :)
Damnit. Another indie game i have to buy because of Aavak. 😅
Spiders have a problem with the letter s because of those massive fangs taking time to move in and out while making the S sound. Or something.
That... makes a surprising amount of sense.
Yay!
Love this games demo!
Looking forward to playing it!
3:17 Aavak, When did we decide spiders don't have a lisp? 'o.O
Since Charlotte spoke so eloquently :P
I mean, more "monsters to kill" is slightly different to "more monsters to fight", as the first implies actually beating those monsters
the direwolf refference got me XD
More. MOOORE. MOOOOOOOOOORRRRRREEEE!
don't some of the bigger spiders hiss??
I had PC that could run Elden Ring and Wukong on High settings but for some reason this game keep on crashing more than those games.
Are you not going to play Dungeons 4?
It's on my to-do list, but not near the top. So it'll probably be a cozy game I play at some point when there's a lull in other games, and I can just dump a week into playing it all the way through and having a bunch of episodes for the channel, rather than trying to squeeze it in around other big releases.
I think they can quaff potions mid battle, @58:50 (58:57 drinking pot) Cedric Fletcher the warrior quaff's his, mid battle with minimurgle. 5 seconds later aavak's "they cant just drink one in the middle of a fight"... mare moments beforehand "well done, wise got one of each" 😅
as always love the content, cant wait for more
Minor thing but the damage numbers/splats are much like Runescape's, really poking that bit of nostalgia.
Buying it for sure
What an interesting game. I have never thought of a dungeon like an amusement park. Also I would very much put a spike trap in front of the Stamina potion dispenser. After all, if they are going for that one then they already have plenty of health, and it might convince them to buy a health potion afterwords.
moar
That one guy always asking for more monsters to fight: you only have a few monster you could always add more to maximum and raise the maximum to add more.
You should make the first room the boss room, with as many chests as you can get( with good enemies) and have them walk around to enter through other rooms.
Love the little Dire reference :). Looking forward to more of this game.
Am I the only one triggered by the cobwebs not being in the only room with a spider?
They want more monsters to Kill aavak, they don't want more monsters to *die too*
We do not only love to see more of this game, we desire and demand it!❤
Id love to see more! This looks pretty fun!
Commenting for the algorithm
Would love to see more episodes of this!
Our Fireflies Fancy!
Aaaabd im going to be getting this lol
👍👍👍👍👍👍 cause i can only upvote once
Feedback: I have enjoyed
This game looks fun
I hope it comes to console
massage and comment
My mind immediately went to the "Dungeon Core" genre of books! 😄
You know, I'm wearing me "happy cannibal" tshirt while watching
love this.
Love this
woo
Where do we sign the petition for a dipper dive?
Ah there it is!
Excuse me, the rolled parchment at the top, is this how many people have signed already?
Yes? Oh good!
👍👍
Something I noticed halfway through the video. You don't like any silent moments it seems, just a constant stream of words and so quite often keep talking about a particular thing. A moment to breathe and think might solve those 🖖
Game looks fun, put it on the wishlist to see how they patch some things in the future
It's not obvious as a viewer, but blank space quickly becomes uncomfortable. There's a reason news, radio, sports, and most other forms of consume-only content don't have considerable spaces in talking. Radio hosts and announcers are actually trained how to fill gaps. The only time you wouldn't is in dramas where the gaps are intentionally created for dramatic effect, where the uncomfortable silence is relevant to the character's interactions.
They for a single person. Are y0u saying multiple personality disorder?
singular they predates the existence of "you", my good dude.
@@Jonjon13Jonjon13 Back then "you" was plural too. Singular was "thou."
Pretty embarrassing comment, there's still time to delete this yknow. They has been used for a single person of unknown (or unimportant to the conversation) gender since before Shakespeare.
Aavak.
Stop making me buy more games.
Please.
My cats would also appreciate it.
1:11:11 , I'm proud of you .