💀 Dungeon Deathball is a turn-based, tactical deathsport with unique, randomised runs and permanent penalties for failure.
🏆 Lead your team of captives to freedom!
They've been confined for as long as they can remember. Now their only chance of freedom is to survive a series of barbaric trials for the entertainment of bloodthirsty hordes. Face off against a variety of fearsome monsters who each pose unique tactical threats to your fragile human bodies.
⚠️ Enemies Telegraph their Attacks
Each enemy creature telegraphs its attack before the next turn. Exploiting this information is the key to your survival. Outsmart your opponents, avoid their attacks, or even turn them against each other to gain the upper hand.
⏳ Streamlined Turn-Based Combat: Quick rounds which can be finished in minutes, with fast-paced tactics that minimise 'decision paralysis'. 👹 Enemies Telegraph their Attacks: Each monster reveals what it intends to do on the next turn. Outsmart them to counter, redirect, or altogether avoid their deadly attacks. 🔓 Upgrade your Team: Recruit unique characters and unlock their special skills. Then lead them to their doom. 🆕 Random Runs: Challenges faced in the gauntlet are shuffled, making every game unique, and when your players die they're gone forever. 🧠 Learn the Patterns: While each game is randomly generated, the monsters follow predictable patterns which must be learned and exploited if you want to defeat them. 📅 Daily Challenge mode: Try a new set of randomly-generated stages every day. Retry the same run as much as you like to figure out the best path to victory.
🎮 Full controller support.
🏆 Steam Leaderboards.
💾 Steam Cloud save support.
Can you survive the grisly trials of Dungeon Deathball?
This game is a work in progress!
I am a solo indie developer looking to incorporate the community in the game development process for Dungeon Deathball. There are many features and improvements still to come. Please share your thoughts in the comments below, and let me know what you'd like to see in the game!
The graphics look really good, how did you do the flat shading? Are these sprite sheets that are hand painted or are these modifying through a shader? I cannot get this look for the life of me, is there a place that has a tutorial on it?
The characters are all simple sprites which are 'billboarded' (they face the camera at all times).
The scenery is all using Unlit shaders with hand-drawn pixel art textures.
The camera has a low-resolution PS1 pixel filter applied to it (called Flashback 94, although it's deprecated from the Asset Store now but you can find many alternatives including Unity's own Pixel Perfect package).
It's also important to set all the textures and sprites to be using Point filtering and no Compression in their import settings.
I have no solid plans just yet but there's a good chance it will. I've ported all my other games to Switch. But right now I'm focused on just getting the game finished on PC. Switch will come afterwards if it happens. 😊
Not sure I think you have the mechanic down yet. I like the artwork and music, and the premise - but the fun factor isn't quite there yet, I don't think. I also don't think it feels much like a sport yet. Anyways, I'll be following. Thanks for making this.
Hey thanks for the feedback! I agree on not feeling much like a sport. I intend to add some bells and whistles (not literally (although maybe literally)), but what do you think it's lacking for the fun factor, in your opinion?
Well, first off, simple is good. I like that it doesn't have too many options and the mechanics are simple. BUT I think it could use just one more layer of complexity. Maybe this doesn't have to do with the combat at all; maybe this has to do with the geography of the dungeon playspace? Not sure. Let me think on this.
Hey, thank you for this, it's super helpful! I'm glad you like the new change as well.
You'll be happy to know that I already have plans to address your first 2 points.
The 3rd one is not something anyone else has mentioned... Do you think this would still be the case if you could see the enemies' HP? My feeling is that if I put in a health bar, you might not think that you just need to hit them 1 more time any more. Not sure until I try it I guess!
Yeah no problem, glad to help! Back to the stun thing - yeah, it would probably help if the player could see the HP. Although, what I meant was really about the specific effect and animation :) Like, if it wasn't smoke, but let's say stars circling around the poor guy's head, it would probably convey the stun state better...? Doesn't have to be stars of course, but that immediately came to mind since it's a common way to deliver that kind of information in games/cartoons/comics. It's really more of a visual language thing, you know?
Ah thank you, that means a lot to me! I'm especially proud of that game. I'm really happy that you enjoyed it and that people are still playing it. I have an update coming in the near future which overhauls the codebase and makes it run a lot smoother.