Hi. This is the last major functional addition to Dungeon Bash - Stealth Play! Been working on this solidly for 18 months, and functionally at least, it is almost complete.
Im looking for a few good people who are of a mind to play something for a while and criticise the hell out of it - from a gameplay/UI interactivity perspective (placeholder graphics are average (my own work) or borrowed from Scribblenauts whilst I source my own).If you would like to exercise gameplay criticism chops, please go to
www.dungeonbash.com to get it for your mobile (join the test team)
Dungeon Bash is a
tactical squad-based roguelike game where you control 3 characters in a team.
Until now, it was best to keep that team clustered together for mutual support - particularly for a team member to act as the focus point for a monster attack while other team members flanked that monster.
But with stealth tactics added, it is better if the stealthy character keeps away from non-stealthy team members, as they attract monster attention that will make it much harder to hide.
Heres a summary of what was added for this release. Go to
www.dungeonbash.com to download the game for your mobile.
IN THIS RELEASE (A13-I11)STEALTH:* light levels in the dungeon now reflect detectability of that tile for stealth purposes - the light level is an indication of:
a) torches - actual light that makes it easier to be detected.
b) monster detection skill - shows how well each monster can detect enemies in its vicinity.
c) monster attention.- characters attract monster attention, indicated by lighter tiles around noticed characters, and those closest to monsters attract more attention.
* rocks provide good stealth bonus for medium creatures and great stealth bonus for small creatures.
* hidden characters get an ambush bonus in the form of 3x attack skill for one melee attack.
* characters automatically hide when they descend to the next level, although they may be discovered instantly. Their first action still gets an ambush bonus, however.
* the ‘stealth’ button will be deactivated if the character is unable to hide. Hiding takes one turn and gives a slow bonus.
* any action other than normal movement reveals a hidden character - the character must ‘unhide’ to charge, but the charge still gets the ambush bonus.
* melee damage is a little more dependent on skill and less dependent on hit-points.
* creatures without hands can only carry one amulet.
* inventory tab shows capacity when selected.