Page 1 of 1

Dungeon Survivor Solitaire

PostPosted: Tue Jun 15, 2010 8:16 pm
by Poseidon
Hello,

This is my first post on the forum. I've used the site before but now i'm looking for some feedback on a game im working on. It's a 1 player RPG that I based on the HEX game. I expanded it quite a bit though. You can see a .pdf if you follow the link.



Anyway, just take a quick look if you don't mind and let me know what you think. Thanks!

Re: Dungeon Survivor Solitaire

PostPosted: Wed Jun 16, 2010 1:14 am
by Rob Lang
Welcome to 1km1kt, you're certainly in the right place for feedback! :)

Novelty
I've had a read through and I think it's a solid system. To take it to the next step, I think you need to give it some flair. I wrote a about how to do that. You need to convince me, the playerless GM, that I want to run a solitaire RPG.

Variety
One of the problems of many solitaire games is variety. Dungeon Survivor suffers from not having a large number of different rooms to discover, with interesting descriptions and some sort of over-arching narrative. The system will soon grind into one of the few rooms you have to select from.

For example, you have a boss at the deepest level, what about the boss? Perhaps the boss is devilishly evil but absent minded. The reason it's a maze-like dungeon is that he can't remember the layout, so it's easier to keep building and hope no-one else finds the treasure because he can't remember where it is. The descriptions could then include notes from the boss to himself - clues to where to go next.

Layout
It's very easy to read and nicely laid out. I'd lighten the blue you use for the tables because when printed on a black-and-white printer, black on dark grey is rather difficult to read.

Please do keep updating it. You've got a very solid core, now let's see it build into something lovely.

Re: Dungeon Survivor Solitaire

PostPosted: Wed Oct 13, 2010 10:13 am
by Apc107
Nice rpg! but what could be added (most solitare rpgs need) is vareity in gameplay. in mine i have combat, interacting with NPCs, making weapons (it not as easy as just jotting down some stats and a name), events (determined by a variety of factors) and 4 minigames. (samurai sudoku, dragon, craps-lite, and rogue). as well as a few minigames using the game's combat and interaction rules. I also agree with rob on the layout, very clean and effective.
GOOD LUCK IN THE FUTURE FELLOW INDIE RPG DESIGNER!!!! :mrgreen:

Re: Dungeon Survivor Solitaire

PostPosted: Thu Oct 21, 2010 3:10 pm
by ErrinF
I just downloaded this, and look forward to perusing it in more detail when I get a chance. I'm a big fan of solitaire RPGs, and have made quite a few myself.

On initial glance, this looks pretty cool. I understand the constructive criticism of desiring a solo rpg to be more open ended and far ranging like a regular RPG with a GM, but I respectfully take the opposite view. One of the things I like about a solo RPG is how it can be a self-contained world within it's own. I've seen some with little variety that still were excellent because they were interesting and thematic, while I've also seen some that have benefitted by trying to have as much variety as possible. I think your Dungeon Survivor game probably strikes a pretty good balance, and seems to have a little more complexity and variety than most solitaire RPGS.

Thanks for the game! I hope you keep at it and will create more in the future. Best of luck with it.

Peace, Errin : )

Re: Dungeon Survivor Solitaire

PostPosted: Mon Nov 15, 2010 2:31 pm
by ErrinF
I finally got a chance to sit down and fully read your Dungeon Survivor Solitaire game, and I think it is quite excellent. It has what every game should have... a basic rules system with color and variety. The classes and subclasses, as well as the races, that a character can be really offer a wide range of interesting game play. The rest of the game seems laid out pretty solid, and I look forward to playtesting it some to see if it all works good.

Really excellent job, and I look forward to any more solo games you may make in the future. Thanks, Errin : )