Things currently being worked on for Broken Dungeon v0.5.2

Broken Dungeon

A procedurally generated, VR roguelike dungeon crawler, with magic and melee combat, and supporting single player or asymmetrical multiplayer experiences.

Good evening, Adventurers! I just wanted to let everyone know some things I'm working on for Broken Dungeon. Per player feedback, I will be adding a new method of locomotion to the game. I have a working system in place that allows the adventurer to teleport from 1 activated alter to another. This will let the adventurer return to parts of the dungeon they have previously visited. It will not allow them to teleport to an alter they haven't activated yet, though. So this feature would only come into effect if the adventurer has already unlocked 2 of the 3 alters on the floor. Look forward to this being added to the beta for open testing soon. Another change I am looking to make is how the player gains damage boosts. At the moment, once you pick up your favorite weapon and spell, there is almost no need to open Weapon Racks or break Magic Crystals anymore. To make these interactive objects more enticing, I am thinking of the following mechanic: - Obtaining duplicate weapons or spells will add 10% damage to that specific weapon/spell. - Swapping to a different weapon/spell will maintain the damage boost to that previous weapon/spell (i.e. if you got 3 dupes of the long sword so your long sword now deals 130% damage, and you swap to a battle axe, you can return to the long sword later, and it will still have the 130% damage boost) - Picking up an enchanted weapon will count as a dupe and boost the weapon's stats, but you will also obtain the enchantment. (i.e. if you have a gladius at 120% damage, and you pick up a Frost enchanted gladius, you will now have a Frost enchanted gladius at 130% damage) - The Monsterous Muscle and Spirit Bottle loot will still apply their damage boosts to every weapon/spell type, but will only apply 1% per instead of the current 10%. (This will make both the loot and duplicate weapon/spell beneficial to the adventurer). Lastly, some player feedback suggested side-quests on the dungeon floor. I like this idea. Optional tasks that could be completed that would net the adventurer rewards at the risk of taking longer to complete the floor. I am open to suggestions on what kind of side-quests the community would like to see. Off the top of my head, I can think of things like challenge alters that will spawn a group of mobs that you must fight for a guaranteed reward, or puzzle alters that give you a chance to solve the puzzle for a guaranteed reward. Perhaps, a skill based alter where you must toss a ball into a container from a short distance for a reward. If you can think of other things you might like to see as optional tasks to make exploring a floor more interesting, please feel free to offer them up. Thank you, again, to everyone that is offering up their opinions and critiques. This is precisely what I was hoping for. Keep on adventuring, everyone!!! -Ken (SLAMS Games)