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*** IMPORTANT! This version of EverDelve is NOT up-to-date. It has been moved to scraps and archived. *** To play the latest version of EverDelve, click one of the following links:
Play EverDelve on FurAffinity
Play EverDelve at Shuriken Games
You should see the following version on the title screen: v0.4.1. If you don't, you need to hard refresh your browser (Ctrl + F5) to see the latest version.
Play EverDelve at Shuriken Games
~ ~ ~ ~ ~
This update is largely made possible by the generous users of freesound.org.
What better way to ring in the new month than an EverDelve update? Nothing truly revolutionary as far as gameplay is concerned. Mostly just bugfixes and polish. Oh yes, and SOUNDS! New sound effects have been added to help establish the mood for the game.
Also, I'm going to stop posting build notes here. From now on, if you want to see a detailed list of changes made with each update, you can find them in the forum on my website, Shuriken Games.
Enjoy!
Play EverDelve on FurAffinity
Play EverDelve at Shuriken Games
You should see the following version on the title screen: v0.4.1. If you don't, you need to hard refresh your browser (Ctrl + F5) to see the latest version.
Play EverDelve at Shuriken Games
~ ~ ~ ~ ~
This update is largely made possible by the generous users of freesound.org.
What better way to ring in the new month than an EverDelve update? Nothing truly revolutionary as far as gameplay is concerned. Mostly just bugfixes and polish. Oh yes, and SOUNDS! New sound effects have been added to help establish the mood for the game.
Also, I'm going to stop posting build notes here. From now on, if you want to see a detailed list of changes made with each update, you can find them in the forum on my website, Shuriken Games.
Enjoy!
Category Flash / Fantasy
Species Unspecified / Any
Size 800 x 600px
File Size 403.5 kB
Listed in Folders
its addicting until you get to depth 20 or so, cause by then its easy and kinda repetitive. i find the key on accident cause i search every room, and if you keep upgrading strength and agility and toughness then battles are easy. as well as having so many health potions that i dont have to go to a shrine to heal if i dont want too.
I understand the repetitive, yeah. As more features get steadily added and existing features become more balanced, this should improve. However, the game should also offer some new long-term goals, longer than just "how deep can I get?" I'll need to think about this one.
I wouldn't call searching every room for the key accidental. I'd call that the "brute force" method. ;)
If you keep upgrading strength, agility, and toughness, I expect the magic-using monsters will murder you once you make it that far down. Be careful!
I wouldn't call searching every room for the key accidental. I'd call that the "brute force" method. ;)
If you keep upgrading strength, agility, and toughness, I expect the magic-using monsters will murder you once you make it that far down. Be careful!
LOL ^^
Graphically speaking, I can have as many races as I have images for. Eventually, though, the numbers will start to run more close together. Like if I have a lizardman race and an anthro crocodile race, their numbers and abilities would be very similar, I would imagine. That said, I am totally in favor of a variety of races.
Graphically speaking, I can have as many races as I have images for. Eventually, though, the numbers will start to run more close together. Like if I have a lizardman race and an anthro crocodile race, their numbers and abilities would be very similar, I would imagine. That said, I am totally in favor of a variety of races.
Nice game, reminds me of Wizardry 8. You might want zu try es, might give you ein few ideas. The game was made by SirTech around 2001. [Und ja, I still play es o.o]
I notice that when ever I go zu use ein item in your game, es asks me who I want zu give es zu. Are you planning zu add more party members later on?
[techie question] Do you use ein chance multiplier zu choice what happen when one moves zu another room [basically ein probability of getting ein monster, ein random description, or just ein empty room]?
I notice that when ever I go zu use ein item in your game, es asks me who I want zu give es zu. Are you planning zu add more party members later on?
[techie question] Do you use ein chance multiplier zu choice what happen when one moves zu another room [basically ein probability of getting ein monster, ein random description, or just ein empty room]?
Wizardry 8, eh? I'm almost certain I've played some of the Wizardry series before. I'll have to take a look at the one you mentioned.
Also, good questions! Yes, I am planning on adding the ability to gain additional party members in later releases - NPC hirelings and mercenaries, familiars, animal companions, summoned or charmed monsters, etc. The combat engine already supports this feature, so it's just a matter of adding opportunities to the game, like a pet vendor and summon spells.
To answer your more technical question, each level is generated entirely up-front, just before you exit the stairwell - room type and descriptions, hidden stashes, flavor text, everything. Monster encounters will occur after a set number of game ticks, so currently there is no way to evade monsters other than running away once a combat starts. I am considering adding a feature that allows monsters to chase the player around the map, giving a clever player a chance to avoid or hide from monsters. Not sure if I'll add that as a feature, since it's such a game-changer and the current system seems to work okay.
I appreciate the splash of German in your post. I stumble a little while reading it, but your meanings are very clear. :)
Also, good questions! Yes, I am planning on adding the ability to gain additional party members in later releases - NPC hirelings and mercenaries, familiars, animal companions, summoned or charmed monsters, etc. The combat engine already supports this feature, so it's just a matter of adding opportunities to the game, like a pet vendor and summon spells.
To answer your more technical question, each level is generated entirely up-front, just before you exit the stairwell - room type and descriptions, hidden stashes, flavor text, everything. Monster encounters will occur after a set number of game ticks, so currently there is no way to evade monsters other than running away once a combat starts. I am considering adding a feature that allows monsters to chase the player around the map, giving a clever player a chance to avoid or hide from monsters. Not sure if I'll add that as a feature, since it's such a game-changer and the current system seems to work okay.
I appreciate the splash of German in your post. I stumble a little while reading it, but your meanings are very clear. :)
Thanks for your positive feedback! I'm happy to report that the character development system will be getting a boost soon with class-relevant skill trees and skill points, something all you Diablo/Torchlight fans will surely appreciate! With luck, they'll be ready sometime in the next couple of weeks.
Great game. Was highly entertaining.
Somethings I would implement if it were me though, would be keybindings. Most assuredly. If there was any way to make it so that the arrow keys on my keyboard were bound to the north south east west buttons, that would be awesome. Just for convenience sake. While we're at it, I would set the enter or space key to "search." Thats just my take on it. Its more comfortable then having to move around the mouse to hit all the buttons. But then again, I'm playing on a laptop, with no actual mouse. So, its a might bit more annoying on me.
I really like what this game has got so far. Though I wouldn't mind seeing more enemy variation in the lower levels. Just to mix it up some. By floor 13 I was so sick and tired of defeating rats and bats and scarabs (and the rare scorpion).
Plus, a couple floors having a "boss" or something akin would be cool. Something thatd take a bit more doing than just 1 shot hitting them.
Also. is there a purpose to the money? I mean, yes, its a dungeon crawler. So collecting loot and gold is great. but.... if theres no where to use that money..... whats the point?
It'd also be nice to be able to "hire" other fighters. Later on at least. This way, youd be able to make haarder and harder battles without it being impossible. And, itd give players the ability to crete more than 1 character. Which I know I would love. Especially with so many race options. heehee.
Love this game though. Can't wait to see it get even better.
That being said. Just some basic things that I think would be desired. Obviously. More races seems to be the common pole according to these notes. And also, more icons and avatars. I was pleased with what I saw for humans (and feykind and earthy things. obviously) but when I only saw one option for all the other races, I was a bit disappointed.
And last but not least. I think having a few abilities for each class (such as taunt [make enemies target you] or battle cry [boosts attack for x turn(s)] for warrior; multi-shot [targets x number of enemies] or poison arrow [does extra damage to target for x turns] for archers; sleep [puts enemy to sleep] or magic shield [decreases damage taken on friendly target] for mages.) would be good. I'm not sure how easy that would be to code in, but I think things like that would improve the game.
So. Thats all my advice. I'm not sure how easy or difficult all this would be. But, just some ideas to have. Something to play around with.
Good luck with the game.
Somethings I would implement if it were me though, would be keybindings. Most assuredly. If there was any way to make it so that the arrow keys on my keyboard were bound to the north south east west buttons, that would be awesome. Just for convenience sake. While we're at it, I would set the enter or space key to "search." Thats just my take on it. Its more comfortable then having to move around the mouse to hit all the buttons. But then again, I'm playing on a laptop, with no actual mouse. So, its a might bit more annoying on me.
I really like what this game has got so far. Though I wouldn't mind seeing more enemy variation in the lower levels. Just to mix it up some. By floor 13 I was so sick and tired of defeating rats and bats and scarabs (and the rare scorpion).
Plus, a couple floors having a "boss" or something akin would be cool. Something thatd take a bit more doing than just 1 shot hitting them.
Also. is there a purpose to the money? I mean, yes, its a dungeon crawler. So collecting loot and gold is great. but.... if theres no where to use that money..... whats the point?
It'd also be nice to be able to "hire" other fighters. Later on at least. This way, youd be able to make haarder and harder battles without it being impossible. And, itd give players the ability to crete more than 1 character. Which I know I would love. Especially with so many race options. heehee.
Love this game though. Can't wait to see it get even better.
That being said. Just some basic things that I think would be desired. Obviously. More races seems to be the common pole according to these notes. And also, more icons and avatars. I was pleased with what I saw for humans (and feykind and earthy things. obviously) but when I only saw one option for all the other races, I was a bit disappointed.
And last but not least. I think having a few abilities for each class (such as taunt [make enemies target you] or battle cry [boosts attack for x turn(s)] for warrior; multi-shot [targets x number of enemies] or poison arrow [does extra damage to target for x turns] for archers; sleep [puts enemy to sleep] or magic shield [decreases damage taken on friendly target] for mages.) would be good. I'm not sure how easy that would be to code in, but I think things like that would improve the game.
So. Thats all my advice. I'm not sure how easy or difficult all this would be. But, just some ideas to have. Something to play around with.
Good luck with the game.
I'm so glad you enjoyed! Also, your feedback was very helpful and encouraging. Thank you very much! XD
So! Let's tick off all of your points one at a time here:
Keybindings: already done, will be available in the next release (v0.5) - except for searching with space bar. I'll add that. Good idea.
Monster Variety: This has been a big request from lots of people. I really want to put in more monster variety, but I have two things to consider. First, I am limited by the art I have on-hand. We have a pixel artist working on this now. Second, our plan is to reserve the majority of new monster content for the post-KickStarter version. When this game gets funded, rest assured we'll add a TON of new monsters at all depths.
Bosses: Yes, definitely.
Money: Currently (v0.4.1), the only use for money is the healing shrines. Future versions will have variant shrines that offer effects other than healing, shops that will buy/sell all kinds of items, and maybe 1 or 2 other uses for your hard-earned coin.
Hirelings/companions: Yes, definitely. Due to popular demand, I'm also reconsidering the possibility of a multiplayer mode where you can team up with friends - maybe. This would add a HUGE amount of complexity to the game's design, though, so I'm very wary of adding such a feature. It might actually warrant a separate KickStarter project.
More races: Knowing that I would be appealing to the furries from day one, I knew I had a wide and diverse audience to cater to. So when I chose the initial 12 races, I tried to pick a handful of mythical and furry races that would interest the majority - at least one canine, one feline, one scaly, one avian, etc. I think the current race selection works well enough for now, but I wouldn't be opposed to adding more races after the game gets funded. After all, every RPG should offer an anthropomorphic chupacabra race.
More player faces: In progress.
Class skills: In progress, will be available in the next release (v0.5). Further, the example abilities you listed are REALLY close to what I was already considering. :) Glad to know I'm on the right track.
So! Let's tick off all of your points one at a time here:
Keybindings: already done, will be available in the next release (v0.5) - except for searching with space bar. I'll add that. Good idea.
Monster Variety: This has been a big request from lots of people. I really want to put in more monster variety, but I have two things to consider. First, I am limited by the art I have on-hand. We have a pixel artist working on this now. Second, our plan is to reserve the majority of new monster content for the post-KickStarter version. When this game gets funded, rest assured we'll add a TON of new monsters at all depths.
Bosses: Yes, definitely.
Money: Currently (v0.4.1), the only use for money is the healing shrines. Future versions will have variant shrines that offer effects other than healing, shops that will buy/sell all kinds of items, and maybe 1 or 2 other uses for your hard-earned coin.
Hirelings/companions: Yes, definitely. Due to popular demand, I'm also reconsidering the possibility of a multiplayer mode where you can team up with friends - maybe. This would add a HUGE amount of complexity to the game's design, though, so I'm very wary of adding such a feature. It might actually warrant a separate KickStarter project.
More races: Knowing that I would be appealing to the furries from day one, I knew I had a wide and diverse audience to cater to. So when I chose the initial 12 races, I tried to pick a handful of mythical and furry races that would interest the majority - at least one canine, one feline, one scaly, one avian, etc. I think the current race selection works well enough for now, but I wouldn't be opposed to adding more races after the game gets funded. After all, every RPG should offer an anthropomorphic chupacabra race.
More player faces: In progress.
Class skills: In progress, will be available in the next release (v0.5). Further, the example abilities you listed are REALLY close to what I was already considering. :) Glad to know I'm on the right track.
Yeah, Featherkin have the lowest survivability rating out of any race in this version of EverDelve. This should be addressed in the next version, in which I've retooled how primary abilities affect secondary abilities. There are also significant changes to the racial bonuses, hit chances, and some other combat-related areas of the game. Still no word on when version 0.5 will be out, but I can assure you it will be well worth it!
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