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Defend the Tomb of Tyrants from greedy adventurers in this Dungeon-Keeper-meets-Tetris puzzler for PC, Linux, OSX, OUYA, and more.
Defend the Tomb of Tyrants from greedy adventurers in this Dungeon-Keeper-meets-Tetris puzzler for PC, Linux, OSX, OUYA, and more.
Defend the Tomb of Tyrants from greedy adventurers in this Dungeon-Keeper-meets-Tetris puzzler for PC, Linux, OSX, OUYA, and more.
202 backers pledged $3,441 to help bring this project to life.

Acrid Alchemist and Alpha Details!

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Acrid Alchemist

As promised yesterday, here is the final product of last night's stream (after I added some animated fumes, bubbles, and a chandelier).  The Acrid Alchemist is the first "shop" floor I've revealed; you'll be able to spend resources on health potions and such here!  I don't have an associated character reveal for this floor right now, but I'm entertaining the thought of a gnarled old sage of sorts--a worker unit that will occasionally produce free potions if left undisturbed long enough (you can still receive potions from slain creatures without this floor).

This should add a little variety to the other Kickstarter reveals that will hopefully fuel some interesting ideas and designs from our backers =).  Also, here's what the current health potion looks like:

Alpha Details

Now that people have had some time to digest the demo a bit, I'd like to talk about what you can expect from the backer alpha.  Shortly after the close of the campaign, I will be setting up a backer-only forum, which will contain special sub-forums for our testers (all Curator-level-and-up backers): feedback, balance suggestions, and bug reports.  When the alpha is ready (I'm planning around late August), I'll open up this tester forum, and I will post links to the alpha builds there (and possibly also through Kickstarter for major build updates).  Windows, Linux, and OSX will be the lead platforms for the alpha phase, but I do aim to release a few OUYA builds, as well!

I am anticipating fairly rapid releases--especially early on--, and the forum will be essential, because the community will be able to field some questions and iterate on each others' ideas, refining suggestions before I implement.  We will be trying some different things over the course of the alpha, and I think we'll have a lot of fun =).

Feature-wise, you can expect the same core gameplay as the demo, but with the addition of items, traps, shops, the codex (for browsing the game's content or looking up a character's/floor's details with a simple click), and possibly some other new features.  Rituals, legacies, and heralds will not be in the initial alpha tests (it doesn't make sense to have you guys unlocking the content that needs testing =P), but these will be introduced later.

The floor count in the demo is a mere 16, and that includes a lot of gimped characters that don't have all of their abilities.  You should expect at least a couple of dozen floors at the beginning of alpha, and the existing characters should be reasonably complete; the amount of content should increase substantially over the course of the testing phase, though.

The alpha will remain exclusive to backers, but I may continue to accept "slacker-backer" Curator pledges post-campaign--if that won't ruffle too many feathers.  The alpha phase will transition into beta (when I feel that the game is mechanically whole), and that will lead directly into the official release, so all Curators should have access to the entire process =).


Campaign State

Things have slowed down a little over the last couple of days, but I'm not done pushing; we still have the better part of five days remaining, and I want to make them count =)!  We're also just a little shy of 2,000 "yes"s on Steam Greenlight, in case you haven't voted!

I've added a note about colorblindness options to the FAQ on the front page, and plan to make some other revisions to that page for these final days; if you can think of other good questions for the FAQ, let me know!  Thanks again for all of your support, suggestions, and sharing, everyone!

Brandon, Jordan Drexel, and 1 more person like this update.

Comments

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    1. Missing avatar

      Tanner Delventhal
      Superbacker
      on July 29, 2014

      Yeah, that sounds like it would work just as neat. A sort of Dabbling Tyrant or similar. If you wanted the information to be more difficult to come by (because it really is the largest advantage you can gain in the game), you could have floors that are based around research or discovery as a side-effect. For example, the Diabolical Laboratory (or whatever haha) could produce units that are a support unit, that ALSO learn about enemies and other minions by fighting with/against them. They could also learn about floors and their traps by seeing them in action or being in the floor for long enough. This way, even if you're having trouble early game, you could just work on advancing in information to kind of up your game and get a better footing. Because the game is kinda tough early on because of brutal pacing and stress haha. Just ideas, the codex in general is just a cool idea :)

    2. Jake Huhman 2-time creator on July 29, 2014

      @Michael Hahn Yeah, I'm changing the little "x#" text on the minion purchase buttons to be follow a "#/max" format. These buttons may change entirely as the UI evolves, though. I may move to indicating the population count somewhere on the floor itself--we'll experiment in alpha =).

      @Tanner Delventhal I had initially planned to fill in the codex as content was unlocked via rituals, but perhaps what I will do is add the pages as the rituals are completed, but leave them filled with question marks--except the name of the content--until you've seen (or maybe even clicked on) that item to fill it in on the codex.

    3. Missing avatar

      Tanner Delventhal
      Superbacker
      on July 29, 2014

      Sounds pretty great overall :)

      I personally have no problem with you taking and accepting slacker-backers post-campaign. A man's gotta eat haha.

      Just a small quick thought on the codex, I would like it if it only showed information when it is discovered. For example, you build a floor, see what its like, and it will forever give you that information. Sort of a collaborative memoir of tyrants. This gives the player a fun feel of progression, making them slowly develop a style by making tactical decisions based on what knowledge they have so far.

    4. Missing avatar

      Michael Hahn on July 29, 2014

      One thing I've been wishing for as I'm playing the alpha is an indication on the creature purchases of how many the maximum of that creature is - it'd make it easier to see at a glance if a floor has been completely depopulated, or if buying them will be less efficient that waiting. Of course, if you've got heroes one level above you, you may not want to wait. :D

    5. Reinhard Mitschang on July 29, 2014

      I'd really love to help...I'll be back home in about 3 hours and be in range of my laptop for the rest of the day (UTC +1 here ;-)

    6. Jake Huhman 2-time creator on July 29, 2014

      @Vryl Shhh...I thought maybe no one would notice =P. After the stream, I remembered that I had wanted to make some vapors because a) it's called the "acrid" alchemist, so we need some visible odors and b) it looks cool =).

      You can pretend that this is really smoke from the flames, and it just sort of wraps around the bottles and issues up from the tops. Or maybe the containers just aren't as sealed as they should be (or have mechanisms for releasing extra pressure).

      @Reinhard Mitschang The alpha versions will follow the same format, because I can crank those out very quickly. I'll try to build an "empty" version of the game today and post it so you can see if that will run--I'll message you. If it runs, I'd like to slowly enable things until we see where it breaks, if you have time to help with that. It doesn't have to be today; we can work on it over the next few weeks. It sounds like it starts up and then quickly crashes, so I imagine your computer doesn't like something that the game does at start-up, and we'll need to isolate what that is.

    7. Vryl
      Superbacker
      on July 29, 2014

      I like the bubbling for the green liquid, but are you sure about the vapors? The container is enclosed, after all.

    8. Reinhard Mitschang on July 29, 2014

      will the alpha-versions be executable .jar files too? if yes, I really need to sort out the problem on my home-laptop (but I really don't know how)

    9. Kenku on July 29, 2014

      Man the floor looks even awesomer than it did as we ended the stream. Like how you stuck all thoes candles in the top second.

    10. Jake Huhman 2-time creator on July 29, 2014

      The folks on the stream last night gave me some excellent ideas =); it looks even better in-game (the .gif is pretty choppy).

    11. Jordan Drexel on July 28, 2014

      That looks really nice!

    12. Missing avatar

      Brandon on July 28, 2014

      Oh wow the floor turned out great I'm still getting that table for my living room