- Readjust weapon stats to creature levels
- Readjust creature stats
- Treasures - fix articles; reduce encounters
- Add scroll of return to possible treasures or create traveling merchant encounter?
- More traveling text
- Is there a story? What else to do besides fight monsters? Quests? SEE GAMEPLAY REVISION BELOW
- Player customization - validation
- Bestiary
- Treasure maps
- Sound?
- More than one fighter
- More than one fiend
- Meta stats - fiends killed, “steps” taken, etc - SHOW ON DEATH SCREEN, INCLUDE GOLD & FAME
- Monster drops
- Puzzles?
- Traps?
- Crafting? Big lift.
- Sort inventory?
- Inventory limit?
- Critical hits?
- Write tests
- Goblin is too powerful
- Create a debugger/testing room/commands
- Autosave - periodic? on navigate away?
- UI updates/better design
- Tutorial guides
- Might need to put a prompt on the exit tile in case it blocks a tunnel
- Fame
- Reach certain levels of dungeon (10s)
- Defeat certain creatures / defeat first of each type of creature
- Reach certain number of steps (1000s)
- Find certain treasures
- Mimics when finding treasure?
- "Equip now?" when buying equipment
- Monster drops for quests need some sort of animation
- Can't show quests by level range, you might level out of quests that are in progress
- When you teleport out and then re-enter the dungeon, where should you start?
- Should characters have different starting equipment or stats?
- Should quests be global or local?
- Should unarmed be an option?
Test play: too much gold. Cost steps for items too small. Too many treasure encounters. Leveling is too fast.
- Gameplay similar to Void Tyrant
- Start game in offices of "Dungeon Delvers Inc."
- Need an overarching goal to aim for, something big and difficult
- Defeat a big bad?
- Destroy a cult?
- Find a legendary treasure?
- No matter what, should be very deep in the dungeon
- When starting, it's a new business, no amenities
- As money is earned, can buy things like starting equipment & magic
- Take on small quests to earn more money & fame
- Choose a hero to go through the dungeon
- Go as deep as you can, fight as many fiends as you can
- Need to make fiends stronger so there's more risk
- If hero dies, back to office, player gets the money
- Recovery team? Magic? Why not equipment?
- Shop does not have all inventory at once, should get more as game goes on