Hey, I'm one of the devs of this game and I just wanted to quickly hop in and say: THANKS Retro for covering our demo. It is helping a LOT with getting noticed and will have a profound impact on the game's success :) We also greatly appreciate the feedback and will try our best to turn Dungeon Clawler into a banger! And a big thanks for all the feedbacks in the comments as well, it seems you guys really know your deckbuilders!
Ideas for claws: Electromagnet - only attracts metal items Excavator bucket - scoops things up in an arc Robot arm - smaller claw, tries to pick up the item you click on
I want to say, this is a very interesting way to do a Deckbuilder type game. I've always disliked the limits of deckbuilders and their hands. This actually makes me want to see the final product, as the idea is so unique.
Enjoying how designers are still able to mashup different games and come up with some addictive combinations. I could see this one having decent replayability with a few more damage types and synergies. We shall see with the full release.
I’m a game dev and honestly for my first game I hope I’m able to achieve that and I’m also hoping as well that retro shows it off so more people appreciate the work that goes in and I’m not the game dev for this game
Honestly, I love the way upgrades are handled here. Needing two versions of the same item means you have to clutter your deck a bit, but once you get to an upgrade shop, you can trim it back down to the correct size, so there could be a really fun back and forth, making it more logical to take more items than a conventional deckbuilder where taking a lot of stuff is usually bad.
Wooden weapons that do less damage than the metal versions would really help with water builds since they could float. And some kind of rare super move that overflows the water, dumping a chunk of the top layer out of the machine would be pretty awesome too!
I was thinking maybe using the momentum of the claw to pierce into the top layer of the water would help getting metal items below. The water is a very interesting dynamic.
Also, there might be some build where water is good, even though it's a "punishment". Like freezing pockets in Bingle Bingle to add chips quickly. Maybe easily getting shields into morning star, or an item we haven't seen yet.
It's also pretty cool that you can have your whole deck out instead of just going through a hand every turn. I also like the Sword and Big Shield doubling their power when alone. Saw someone else do the demo, and a perk you can get doubles items you grab alone.
@@Olimar92 Ya, lots of neat things they can do to mix up the formula here. There's really only been one type of empowerment for roguelikes for a while which is the tactical deck-building mastermind who always does things in the right order. Fun to see physics and dexterity start to have their heyday as well.
I can see this game being extremely addictive to people with power fantasy and wild builds. All the fights equal more stuff to do on reward and more risk for more power. If the bosses get wildly powerful and have crazy buffs and pool manipulation you get a solid reason other than being the claw overlord to stack. I definitely see this being hype
Would be sooo cool if you could overfill the area & wash away (to either side) the items that float. Creating a turn where you basically forsake the fluff & armor to go all out on weapons. Creating the dynamic where one bottle water gives easy access to all defense while 2 water bottles gives access to only offense.
Could also be cool if the water combos affected weapons such as poison water applying some sense of poison to the weapons & lava water applying a burn style effect on the weapons (while also damaging you some for holding them/applying the armor)
interesting game! maybe the water is bad. when fluff is used to make armor maybe you need the water to turn fluff into different things for different types of armor?
Very cool idea. It definitely feels like a real claw machine on some of the pulls lol. But if it was really like a real claw machine, you'd never get to grab anything at all XD
I really thought this would be more like a Luck be the landlord claw machine score attack and pay rent 😂 but this is also cool, theres still room for ab addicitive LBTL claw machine game
Different claws(maybe different machine shapes too), less fights per floor(and making each fight matter more akin to something like Cobalt Core) and thus having more rewards after fights so as to still be able to customize your build without having to fight as much, maybe even different characters would all help make this a SICK entry in the genre. To the point that even if it ends up missing the mark a little I'd still want to see another claw machine roguelike down the line because the concept is just so dang fun lol
I feel like the numbers are probably needlessly bloated. Especially when you can grab 3-4 items per claw. It really doesn't make a difference, but I think the values could be lowered. Shields could instead 2 Block instead of like 10 each.
So you have to stall every fight until you get all the piggy banks in your deck and grind all the fights for extra gold to remove and upgrade items in your deck No thanks, not gonna spend 3 hours per run
Hey, I'm one of the devs of this game and I just wanted to quickly hop in and say: THANKS Retro for covering our demo.
It is helping a LOT with getting noticed and will have a profound impact on the game's success :)
We also greatly appreciate the feedback and will try our best to turn Dungeon Clawler into a banger!
And a big thanks for all the feedbacks in the comments as well, it seems you guys really know your deckbuilders!
Ideas for claws:
Electromagnet - only attracts metal items
Excavator bucket - scoops things up in an arc
Robot arm - smaller claw, tries to pick up the item you click on
Does grabbing water again when it’s already full make the water over flow and push all the floating items out?
I want to say, this is a very interesting way to do a Deckbuilder type game. I've always disliked the limits of deckbuilders and their hands. This actually makes me want to see the final product, as the idea is so unique.
I would probably limit some of the abilities like the Armor Retention to later floors. Once he got that, he didn't really get hurt at all.
No, currently there is a limit to high it can get.@@kellyhone2612
Enjoying how designers are still able to mashup different games and come up with some addictive combinations. I could see this one having decent replayability with a few more damage types and synergies. We shall see with the full release.
I’m a game dev and honestly for my first game I hope I’m able to achieve that and I’m also hoping as well that retro shows it off so more people appreciate the work that goes in and I’m not the game dev for this game
This game would hit hard if the enemies placed stuff into the crane machine, that way you'd need to balance getting what you want vs avoiding enemies
Some enemies already grow your item, making them harder to pick up. Other add the small fluff pieces.
I imagined a boss *inside* the machine could be interesting, but I'm not entirely sure it'd work
Honestly, I love the way upgrades are handled here. Needing two versions of the same item means you have to clutter your deck a bit, but once you get to an upgrade shop, you can trim it back down to the correct size, so there could be a really fun back and forth, making it more logical to take more items than a conventional deckbuilder where taking a lot of stuff is usually bad.
Wooden weapons that do less damage than the metal versions would really help with water builds since they could float. And some kind of rare super move that overflows the water, dumping a chunk of the top layer out of the machine would be pretty awesome too!
Explosive bombs that go off inside of the machine would be really interesting as well
"You made my dagger really big, thanks. People pay good money for that." Nice
I was thinking maybe using the momentum of the claw to pierce into the top layer of the water would help getting metal items below. The water is a very interesting dynamic.
Also, there might be some build where water is good, even though it's a "punishment". Like freezing pockets in Bingle Bingle to add chips quickly. Maybe easily getting shields into morning star, or an item we haven't seen yet.
There's so many cool and unique roguelike ideas coming out these days, you really love to see it.
Thanks for playing this! Neat concept, a physics roguelike where you can't guarantee each play is really neat
It's also pretty cool that you can have your whole deck out instead of just going through a hand every turn. I also like the Sword and Big Shield doubling their power when alone. Saw someone else do the demo, and a perk you can get doubles items you grab alone.
@@Olimar92 Ya, lots of neat things they can do to mix up the formula here. There's really only been one type of empowerment for roguelikes for a while which is the tactical deck-building mastermind who always does things in the right order. Fun to see physics and dexterity start to have their heyday as well.
28:32 So far the best quote of the year
"Oh God, oh God, the water is threatening me"?
I preferred "You made my dagger bigger? Thank you. People pay good money for that."
I can see this game being extremely addictive to people with power fantasy and wild builds.
All the fights equal more stuff to do on reward and more risk for more power.
If the bosses get wildly powerful and have crazy buffs and pool manipulation you get a solid reason other than being the claw overlord to stack.
I definitely see this being hype
What a fun concept!! I am really excited to see where the devs take this :)
what a good idea for a game. cant wait to see how it grows and refines. Thamks for the video
This game is perfect at showing off your personality, ending in an hour of hubris.
Thanks for the video, had a lot of fun watching
Would be sooo cool if you could overfill the area & wash away (to either side) the items that float. Creating a turn where you basically forsake the fluff & armor to go all out on weapons. Creating the dynamic where one bottle water gives easy access to all defense while 2 water bottles gives access to only offense.
This looks cute and interesting. What a novel concept!
Could also be cool if the water combos affected weapons such as poison water applying some sense of poison to the weapons & lava water applying a burn style effect on the weapons (while also damaging you some for holding them/applying the armor)
imagine they made this game like an actual crane game and made it so you didnt get anything every single turn?
Omg I love it! You always find the coolest most unique stuff!
interesting game! maybe the water is bad. when fluff is used to make armor maybe you need the water to turn fluff into different things for different types of armor?
This has the potential to be something special, I think
23:40 *Pain*
Very cool idea. It definitely feels like a real claw machine on some of the pulls lol. But if it was really like a real claw machine, you'd never get to grab anything at all XD
The protagonist looks like Klonoa's half-brother born from a separate mother.
Looking forward to seeing this more.
Sooooo much potential to add stuff to this concept!
Looks neat. Come back to it when it's done?
Really cool concept👍
I really thought this would be more like a Luck be the landlord claw machine score attack and pay rent 😂 but this is also cool, theres still room for ab addicitive LBTL claw machine game
Same. Still way fun!
Looks like you can upgrade the shields and use the water to sort out the items
Hmm. Considering how much of an impact a third claw adds, +20 maximum life doesn't seem like an equivalent bonus.
Reto, I was smitten at first thumbnail
Hah, this was good fun!
Different claws(maybe different machine shapes too), less fights per floor(and making each fight matter more akin to something like Cobalt Core) and thus having more rewards after fights so as to still be able to customize your build without having to fight as much, maybe even different characters would all help make this a SICK entry in the genre. To the point that even if it ends up missing the mark a little I'd still want to see another claw machine roguelike down the line because the concept is just so dang fun lol
You want LESS content?
i thought this was enter the gungeon lol looks cool tho
Crazy game.
How is that like rogue?
Stacker roguelike next?
I feel like the numbers are probably needlessly bloated. Especially when you can grab 3-4 items per claw. It really doesn't make a difference, but I think the values could be lowered. Shields could instead 2 Block instead of like 10 each.
@@arrowbro I said numbers broadly for a reason. Obviously you would adjust incoming damage values as well.
LAME, claw works way to well for it to be an actual claw machine! jk 😂
It actually looks really fun, I like the idea, very creative.
I need a link to download the game
it is the first thing in the description
So you have to stall every fight until you get all the piggy banks in your deck and grind all the fights for extra gold to remove and upgrade items in your deck
No thanks, not gonna spend 3 hours per run
Oh this is cute :3
Ya really can just turn anything into a Roguelike...
🎉
You are now breathing manually
Early closing the claw is so bad. It is almost always better to just let it grip by itself
Not if you have the perk of an item doubling if you only pick up one item. Then closing the claw manually is invaluable.