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Reviews for "Deterministic Dungeon"

Enjoy it however most of the special weapons are not so useful.

PestoForce responds:

Special weapons are mostly jokes, but at least they're tier III in the shop!

Well executed but poor concept overall. Its a dungeon crawler.
There's nothing really glamorous about it. There's an element of changing your luck but ultimately the task is just very monotonous. In the end, it's just a dungeon crawler. Not a very interesting one either.
I played for about 30 minutes before I realized nothing interesting was going to happen with this RNG element.
Its well made. However a polished turd is still a turd. Nothing very new or exciting. Good luck on your next venture.

PestoForce responds:

Awww :-(

A really cool game that had me occupied for quite a bit of time. The only comment I have is that well, it was too easy. (SPOILER ALERT!!!!!) All you have to do is get the clingon blade, practice hitting the correct cell for a little while and then just plow through everything. And once you have the statue that slows down the "dice roll" (not sure which one that is) hard mode is just a piece of cake. That said, I really like the fresh gameplay and mechanics, and would love to play a more challenging version, so in case you are interested, here are my thoughts on how to make hard mode "hard":
- The "dice roll" in hard mode should move to random cells instead of the left-to-right-top-to-bottom sequence (yeah, I know that's not deterministic, but it makes hitting the exact cell you want harder, which is something I was able to do 99% of the time on my second playthrough).
- Remove the unlockable "dragon" equipment (Right from the start you can trade it to the witch for buff scrolls, so there is no point in leveling up the character).
- Make the AOE scrolls (pulse blast, lightning) less common (they make leveling up too easy).
- Reduce the amount of loot.

PestoForce responds:

Nice! Glad you enjoyed, I'll take your suggestions under consideration!

Was gonna post this sooner but I had to leave for a bit. But gees, there were nothing but negative reviews on the first page earlier...

I don't normally like randomness in games either - but this is controlled randomness, so I really do like this. To all the people complaining about hitting zeroes - you guys realize some weapons don't even have zeroes, right? Sure, the damage is lower, but it's a guaranteed hit every time. Just aim for the high number and hope you get it. No matter what, you deal some damage. Weapons with lots of possibilities and one zero are really nice, too. Unless your reflexes are *really* bad, you can just avoid that 0 like the plague and average some pretty good damage. Aim for the highest one if it's not close to the 0.

Unless you've got really good timing, it's moreso about controlling risks than just landing perfectly all the time. I feel like several people didn't understand that. And someone was complaining that the game told you to feel bad for hitting a zero.. Really? Give me a break. I mean, if nothing else you can just not pay attention to the spinner and it's practically a normal die roll. That would destroy a lot of the point of the game, but still... Most of the complaints I saw were just people whining about silly things instead of actually providing real criticism.

Anyway, I liked it. I'm not usually big on RNG - but this gives the player more control over it. Even if you play it without trying to control it, it's not terribly punishing, either. It's not XCOM levels of RNG bullcrap, heh. It wasn't quite what I was expecting from the title, but it's fun. So far, I have no big complaints, although it would have been nice to actually name and create your character and maybe some sort of gold system for selling unwanted loot.

PestoForce responds:

Thanks, I'm glad you picked up on some of the subtleties of the determination system, it really becomes about seeing patterns of "safety" in the layout of the numbers and mitigating your risk... kind of like real life! :-D

Ironically enough, coding all the RNG was probably more time-consuming than coding a flash of this caliber would usually take...

A breath of (semi) fresh air on the age-old flash rpg cave-crawler style of game. Really cool idea, really good execution, good time-killer.

PestoForce responds:

Ha ha, yes, that is the irony of doing this, but also what makes it special!