About This Game A village is thrown into chaos by the opening of the abyss, unleashing demons upon the world.A skilled adventure by the name of Zeno Ruinwalker sets out to investigate the village, only to be assaulted by a demonic succubus and reduced back to Level 1.The demon instantly falls in love with the man and offers him a magical elixir.However… things didn’t end there. What adventures await Zeno? Find out in Dungeon Town!Experience arguably one of the best dungeon crawlers of this genre brought to you in native English!FeaturesDungeon Crawling RPGBattles! Lots and lots of battles!In-depth Battle SystemHundred of quests!Finisher SystemMaterial and Shop SystemsRandomly Generated DungeonsA Large Ensemble Cast of Characters 7aa9394dea Title: Dungeon TownGenre: Adventure, Indie, RPGDeveloper:Circle MeimiteiPublisher:Kagura GamesRelease Date: 2019 Dungeon Town Activation Code [key] 1.27 and the Act 2 Page: 1.27 is now live, here's some patch notes:1.27:The track "Whistlin' Midgard" replaced by "Hoot and Holler"Prologue re-cut Slightly grayed emotes added to dialogue panelsFurther editing and bufixesThe page for Act 2 is also live! Head to the main page to check it out. This second act is expected to release in early 2018.. Choice & Consequence Design in Walkerman: This is going to be a lengthy post elaborating on C&C design and the nature of Walkerman's mechanics, followed by a spoiler-heavy detailing of the Act 1 C&C's in verbose. This entire post should be considered spoiler territory, but I will be blacking out certain sections anyway. I will later be re-posting this on our website's devblog here.[www.scalemail.com]What is Choice and Consequence Design?When a player comes across the merchant Canthar in Piranha Byte's cult classic Gothic 2, and decides to either accept his entry pass for a later favor or deny him, this is an early example of C&C. This decision has far-reaching effects on the player character, not just limited to their method of entering the game's main city. Many popular titles such as The Witcher series, Alpha Protocol, and The Age of Decadence incorporate this mechanic: players come across choices whose consequences have an explicit effect on the game beyond some scoring system. Often this comes in the form of killing or saving important NPCs, joining one side of a rivalry, or selecting a love interest. C&C is a design mechanic already well-suited to the Visual Novel genre, and forms the basis for Walkerman's gameplay design. The Walkerman Mechanics: an ElaborationWalkerman takes the concept of C&C, formats it around a single system, and then presents this in a Visual Novel. Players investigate a monster in each act, and are faced with choices that translate into knowledge and items, which they then utilize during the actual confrontation. These items can also be useful in later investigations, adding another layer of complexity.While there's always going to be some amount of luck at play, owing to the sheer number of variables involved, the goal of Walkerman is to avoid 'trial-and-error' gameplay. Players should never be faced with, for example: two opaque options such as 'run left' and 'run right.' Whenever a player is faced with a decision, it should always give them the ability to make, at the very least, an educated guess as to what each decision entails. This is demonstrated in Walkerman early on, when the player is given the decision to either plan on ambushing the monster by learning its route through paint, or luring it with jewelry. The jewelry option will clearly lead to a new item, whereas the paint option favors new knowledge. This distinction was made clearer in 1.25, now that the paint option no longer gives the player a free item as well. Another later decision between investigating either the sailor's clothes or Asmund's death presents a less obvious choice, but still gives clues as to what the player will find: an explicit reason for Asmund's death, or the 'mystery box' of following a less clear lead. And all of these choices have explicit consequences during the combat section.Often times, the player will not be given perfect information, and must deduce for themselves why certain effects occur. In Act 1, this is most clearly demonstrated by the use of mementos, especially before being spoonfed that this property is what moves the catch-mes around. The player is not given an explicit note telling them which of the ribbon's/bones' properties is manipulating the briers (and as of 1.25 they might not even know about this effect at all, and instead be reliant on coins, wounds, or the snake tail). However, the bones only have so many properties: burnt, bones, memento, and unknown source. If the player uses all of their bones and needs a stand-in, only the memento property has sister items in Act 1. (Arguably, the ribbon might be a false-positive as it is both a memento and comes from an unknown source if the player never talks to the sailors).The end result is that players enter a combat segment with only a partial knowledge of their target's rules, and with an incomplete inventory. They are looking to score 'wounds' (represented by red arrows above the textbox) which make the combat get progressively easier. However, attempting to score wounds also puts the player at risk of death (the player doesn't get hit points; one mistake can lead to death). In addition, the player has the meta-knowledge that they are missing some items and knowledge, which should make them suspicious of seemingly easy wound attempts. The actual twists, turns, and surprises of combat are unique to each act, but mostly revolve around consulting notes and making use of limited items.Act 1 in ReviewHaving covered the basics, let's now look at how this all plays out in Act 1. Please don't read the following unless you've already completed Act 1. This is a detailing of all the C&C in Act 1's investigation and combat segments. I will be blacking them out, just in case you've absent-mindedly scrolled down here without reading earlier warnings.Decision Points in the InvestigationAct 1 has five decision points that affect its combat section...1: The player learns the monster's route by spilling paint, or decides to use jewelry as a lure. The effects of this decision don't really come into play by themselves, but instead interact with later choices.2: The player investigates Asmund's death, or decides to check out another, less clear death: the missing sailor. This is a decision between a clear lead and a 'mystery box' option. Asmund's story alerts Jorgen to the weaponry rule, but the missing sailor can net him an important item (in this act as well as later on).3: During the next night, Sif interrupts the investigation after three choices. So, if the player decides to check out the sailor's clothes, then they will gain the ribbon item but miss one of the three default ones: weaponry, burnt bones, and coins. Choosing the Asmund option earlier treats the player to all three default items, but no ribbon.4: The player can gain one of three items from Kepko: scented candles, a snake's tail, or a broken mirror. The scented candles are completely useless, and there's no reason why the player should pick them (they can be lit, but never are in Act 1, so no shared properties with the bones). The snake's tail is the most obvious choice, if the player was paying attention to Sif the previous night. The broken mirror is the less obvious choice, and only becomes apparent if the player realizes that they share a property with the burnt bones: being strongly tied to a person's memory. The snake's tail is useful in the bramble scene, but the mirror can stand-in for any situation that requires the burnt bones (outside of the first wound attempt).5: The last choice is between either taking the crossbow, or talking to the sailors. The crossbow is the only way the player can score three wounds for the 'best' combat result. The sailors can clue the player into there being another, unknown trigger at play. They can also reveal the ribbon's properties and begin a lengthy item trading quest-line. Going to the sailors is a bit nonsensical if the player didn't investigate anything related to them previously, but the option is left in to allow for mistakes.The Act 1 Combat Segment in Verbose1: The first split occurs right at the start, with Jorgen taking up a position on either corner of the alleyway, depending on whether the player took paint or jewelry for their first investigative decision. The positioning itself is mostly cosmetic; the major difference is that the player who discovered the ambush point won't need to use a lure. The lure doesn't have to be the necklace, either (it snaps, and this will become important early in Act 2). Any weapon or even the coins are usable here. If the player uses the necklace or coins as a lure, they can also be left behind (a bit nonsensical at the time, but possibly useful later).2: The second split occurs when the player employs the smoke grenade. Failing to remember the proper sequence (even so, the sequence can actually be performed out of order and still work) will fail to color the monster, and presents a major shift in the segment's tone and difficulty. If the monster is invisible, it is impossible to land the three hits required for the 'good' early ending, and some later mistakes will become deadly. Shaking the device actually loosens the internal safety mechanism, and performs the same function as. Patch 2.10: Patch 2.10 fixes numerous bugs and grammatical errors, and adds the option to hide Jorgen's side sprite.In Patch 2.25 we will be expanding and revamping the combat section for Act 2, which will include more paths through the encounter, as well as making the existing phases of the encounter more varied and interesting.. 1.26 Hotfix Patch Notes: This latest patch should fix any issues with players starting Act 1 after the Prologue demo. There are also numerous 'under the hood' changes in preparation for Act 2, which will be a smoother experience with multiple additions to how gameplay is handled.Additionally, Act 2's development is progressing smoothly and we're hoping to have the Steam page up within a month's time.. 1.25 Patch Notes: Lots of bugfixes and editing New musical track "Night Moves" from WDGeneral editing work and minor bug fixesNotes System Added (Check Inventory)Act 1 Investigation RevisitedAct 1 Combat Segment ExpandedDialogue System Overhaul (Nametags Added)General Combat Overhaul (E.Wounds Above the Textbox)Some Longer, Optional Dialogues Segmented into Menus with Early ExitsExtra AchievementsNOTE: If you replay Act 1, start from the Prologue's end. Mid-act saves will be broken from all the new content.*Saves from end of Act 1 will still be valid for Act 2** Want to skip to all the new choices? Here's a tip: select 'skip unread text' in the options menu and hold down CTRL to fast forward.. Act 2 is Out!: After a seemingly endless development period, we have finally released Walkerman's second act.In the weeks to come we'll be improving it with: Achievements An option to hide Jorgen's sidesprite An expanded combat section The OST available for purchaseThanks everyone
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