The alpha version of Dungeon Bout was released in 2016. It is made by Spoonweaver.
The readme nicely asks for feedback on the demo and the balancing. I would have liked to provide infos on balancing but I was not sure how to test for balancing issues.
Plot
Two parties fight over treasures on a battle field. This is a tactic game, rather than a game with plot and story and such.
How to play? In the beginning one chooses a set of figures. Each turn the players can move a unit on the board. The green area is for movement the red area is for attacking. Units have different movement and attacking ranges. A unit can attack another unit, the attacked one is then removed from the game. It's a bit like chess. The menu on the field is intuitive, a green o for confirm and a yellow x for about.
After the game, when a party has won, a victory scene is shown, with the figures dancing in a circle.
The game is meant to be played by 2 players. I tried to play against myself.
**Bravo! Great Design!**
- I really liked ...
- the intro was funny
- if the game window is normal sized (not full screen) I can not move the mouse over the click the 2 Player VS - Button to click and start the game. This is a bug. In full screen mode it works fine.
- - the sounds are a bit to long, a bit annoying
- add an information chart on the units, so one knows what they are supposed to do
- make a tutorial where one learns about the units
- after winning ESC-key should end the game
The game play idea is cool. It reminded me a bit of chess, maybe that's just because you move figures on a board. Unfortunately I can not say much about the balancing, I'm not good at board games and there is no real explanation what the characters/game tokens are supposed to be doing. Maybe some kind of unit-testing/computer-play-against-computer would be helpful for such games? I really don't know, but balancing such a game seems like a lot of work.
Anyhow, the game play idea is really cool.
The use of symbols (o and x) and colours make the game playable, even if you do not understand much English.
The graphics of the tokes are "blocky", like one zoomed to much at a tiny image. The good thing about this is, they could also work on a much smaller screen. (But they would look better, if they were less "blocky".) Also, more importantly they are all unique, so it is easy to tell what kind of unit they represent.
The sounds were a bit to long, same goes for the victory dance in the end. It should e possible to end the game easily.
The demo is missing some things (like a tutorial, play-against-computer-mode or a story mode with plot?), likely because it is just a demo.
Still, it shows potential and presents an idea about what the game play will be like. I'm looking forward to play the final version!