The Clock Tower


#15

Love the idea, the Junk Armor is super creative.

Couple criticisms, I think that the drop rates for pots and items should be buffed. I can’t see a group of fewer than 5 people doing this dungeon, and for the time invested, I think that almost all of them should get guaranteed loot. Maybe increase the pot drops to guaranteed 45% of the group that is in the boss fight, and 10% chance for a drop if you aren’t in the 45%.

Another note, the sprite for the Temporal Monstrosities, I wouldn’t outline them in black like that, it doesn’t look good or blend well in the game. I would recommend using an ombre technique and darkening the outside edges instead of making them straight black.

The cloak heals a bit too much for me, I would recommend lowering the heal to 95 and maybe adding a short healing effect just to spread it out a bit more.

Another note, I don’t like the idea of an instakill projectile. If somebody goes into the dungeon not knowing that they’ll be killed immediately, it’s kinda unfair. Maybe you could have the 2k damage projectiles automatically nexus the people who get hit by them instead of killing them?

Very creative bringing in two mystery characters in the end to finish off the impossible boss fight. I’ve never thought of anything even close to that.

Also creative to animate the floor like you did. Love it.

Again, creative to have the sprites and descriptions of the scepter and the orb to change when equipped with the Ichor Lord and Spook skin.

Overall, I’d have to give this dungeon a 9/10

Very very ingenious design but needs a bit of tweaking in my opinion to be 10/10.

(edit)

LOVE the sprite for the cloak and quiver. Pretty hard to get creative with those items and you managed to do it well. +5 rep


#16

thank you for your review, but I’ve got a couple things to say in my defense:

that’s actually way hard to do without making the dungeon way too good for loot. but just to give you a bit of perspective there are ~20 guaranteed pots in total, plus additional chances to get more pots from some of the normal enemies, and the minibosses and bosses all drop tops as well.

that’s intentional, they’re supposed to look unnatural and menacing as they are beings of unknown origin and incredible strength. but if you still don’t get it, look at this this way: the black pixels are all hardened spiked areas

maybe, but that’s only a situation that could arise if deca actually wanted to put it in the game. if that happened, there would be a lot of people looking at this doc beforehand to see what’s coming, just as what happened to the Lost Halls. information in-game spreads very quickly, and if you somehow manage to both not get stasised and not nexus, everyone’s probably going to be screaming at you to nexus or something.


#17

This. This dungeon is truly a work of art, very endgame stuff and love the idea behind it. Great Job


#18

Not a huge fan of the sprites, but the amount of effort put into the document itself really shines. Very well done! The community needs more people like you who are willing to put in the time and effort to make stuff like this. And you even made xml for it?! :astonished:


#19

that I did, there’s 5000+ lines of stuff in there.
unfortunately I can only copy what’s available on static.drips.pw, which only seems to have the assets for the game and none of the actual game-running code. another big thing that’s missing is the behavior code, but I made what I can so there you go.


#20

Obviously, as I was a contributor to this idea, I’ll be biased, but I’ll still give my opinion on it.

Where to start… well, obviously, I really like this. As much as I love the mechanics and like the sprites, I absolutely adore the lore of this dungeon. The idea of going between different points in time to stop a foe that’s already been defeated by the player… that’s absolutely crazy! The lorescrolls are things I’d like to see throughout all of RotMG, not just this dungeon.

Now, to the mechanics. They’re all phenomenal. The use of Stasis on players and the multiple floors is really creative and works very well!

Next, the sprites. I really like them, but not as much as the mechanics or lore. The Argentum enemies and the Chronomancer/Shade King are really nice-looking.

Finally, the true best part of the dungeon: the name of the Scroll of the Scourge. It’s a work of true genius!

Seriously though, great job. There aren’t many dungeons I’d say are better than my Obsidian Summit (and my ego is incredibly massive, as you know), but I’d say that this one is.

Overall, very nice job. I really don’t have any complaints, and this goes far above and beyond expectations. 10/10. You don’t see dungeons of this caliber very often.


The Stone Caves of Nores 2: a Dungeon by Xaklor
#21

I took another peek at them and tried to see it through your eyes, I still somehow fail. I haven’t maxed eyesight yet :stuck_out_tongue:

I think that dungeons of this caliber should be made with the intention of them getting In-Game. I wouldn’t be surprised if Deca noticed your hard work.

Again, I still think that even if there was one death caused by those 2k shots, it would be completely unfair.

Sue me ¯_(ツ)_/¯

Again, can’t say enough good things about this dungeon. So I’ll say some nit picky shitty things. Love ya work Xak <3


#22

cogsworth is behemoth confirmed


#23

Speechless. Really there’s nothing to complain about, I loved the item sprites and the lore as well as the enemy sprites and all the mechanics on them, amazing job well done Xaklor :3 <3
You’re the first one to recieve my highest “coin” +infinite Dawg :v


Goodbye giveaway ;w; [Closed]
#24

I actually thought of the clock tower but from castlevania :d


#25

Since i’ve only been a dick to you on this thread thus far.

Fantastic job Xak <3


#26

This is a fantastic looking dungeon, I would love to play it sometime. One question though, why don’t the skins also drop from the final boss?


#27

Because information on Spook and the Ichor Lord is held within the Library, which is then transferred to the Librarian. this also explains why the other things drop from the Librarian as well. the Shade King on the other hand, has no other ties to them aside from being killed by them.


#28

Have I been lost to time or something, have you all forgotten about me? Or are you just not being specific?


#29

I think this has something to do with that:


#30

It’s called going incognito, my friend.

I was gonna have a big surprise where I released my 5th dungeon idea, but I suck at making sprites, literally everything else is done in the idea. But eventually I just got tired of being sneaky, so, I guess I’m back now? Yay?


#31

well then, welcome to the forums strange person I may or may not have seen before!

it’s dangerous to go alone, take this: :cookie:


#32

This deserves immense praise, fantastic dungeon concept. Truly incredible, props on props to you good sir.


#33

So… whens this getting moved to #ideas:best???

Incredible, only word to describe this


#34

I guess this dungeon is pretty good…

I like the fact that it tells a massive story and everything makes sense at the end. And I like the idea of having little “stories” on scrolls that you can stash in your vault or wherever and read whenever you want to. That’s very creative.

Spook and the Ichor Lord now have their own backstories. You have certainly gotten a lot of mileage out of them.

Overall not too much to complain about here. I guess some of the Argentum drones look a little repeated aesthetically, but that isn’t too bad. My only other issue is that there may be too much content here, but this is all in good fun, and it’s all reasonably high quality.

This project has my approval. Good work Xaklor.