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Cavern released

Posted: Sat Dec 19, 2009 12:57 pm
by soulinhki
Hello,

Just released my first game to the App Store, Cavern.
Thought to post this here as this game propably would not exist without Rogue Touchs inspiration (yes I name-dropped it on the credits too...)

It's a classic roguelike game similar to Rogue Touch etc, but it's not a port of any existing game, instead built from scratch to the iphone.

Some features:
*Shops to buy equipment and sell treasure
*Three characters to play:
-Fighter : strong melee character.
-Adventurer : specialises in bows.
-Mystic : uses wands and scrolls.
*12 randomly generated dungeons in each game.
*5 Special levels you may end up in.
*Over 35 different monsters.
*Over 100 items to find.

Here's a screenshot, working on a gameplay video...
Image

iTunes link:
Cavern 1.0

And small website:
http://www.soulinhki.com/cavern/

Any feedback and ideas greatly appreciated!

Regards,
Sami Sierla / Finland

Re: Cavern released

Posted: Sat Dec 19, 2009 1:38 pm
by CommanderData
Sami,
Normally I wouldn't allow developer advertising of other games here (with the exception of a few classics that are mentioned in threads now), but your game appears to be something close to the hearts of many here... and you did name us and Rogue Touch in your credits! :lol:

I'm glad that I could be of some inspiration to you and others out there. It seems that Rogue Touch was part of the spur that got the Sword of Fargoal iPhone remake started as well. Jeff McCord spent a lot of time playing and studying RT... Wait until everyone sees where we're headed next year! :mrgreen:

I'll be downloading and trying out your game shortly ;)

Re: Cavern released

Posted: Sat Dec 19, 2009 5:01 pm
by soulinhki
Hello CommanderData,

I appreciate your response, and understand it's a bit naughty to post to your board... But as you said on TouchArcade forums, there really aren't too many roguelikes on App Store and I don't consider Cavern as a direct competitor of Rogue Touch (after all, I think RT is still light years ahead of my creation :D )

I'm eager to hear any feedback from you and of course glad to answer any questions regarding Cavern (maybe even some technical ones.. :ugeek: )

I'm currently working on next version which should hopefully land early next year.

Best,
Sami

Re: Cavern released

Posted: Mon Dec 28, 2009 10:41 am
by LdC
I just bought Cavern. It looks great, but I can't get on with the controls at all. It seems far too fiddly. I tried to fight the monsters but died immediately because the area to tap them is too small. I rarely hit them and most of the time either stood still or moved to another square instead of attacking. For me, it's unplayable due to the controls.

Re: Cavern released

Posted: Tue Feb 23, 2010 10:07 am
by johndramey
LdC wrote:I just bought Cavern. It looks great, but I can't get on with the controls at all. It seems far too fiddly. I tried to fight the monsters but died immediately because the area to tap them is too small. I rarely hit them and most of the time either stood still or moved to another square instead of attacking. For me, it's unplayable due to the controls.
If you click the 'attack' button, which is the big one in the lower left corner, then you will automatically attack the closest enemy. I picked up this game and have to say it's a really good buy. Pretty fun, definitely unique, and a lot of charm! Keep up the good work!

Re: Cavern released

Posted: Tue Feb 23, 2010 12:35 pm
by CommanderData
I agree Cavern has a lot of charm to it, but I had a hard time with the original Cavern controls too. The newer "touch" control that Sami implemented works pretty much the way Rogue Touch "classic" control works. That means if you are comfortable playing RT (without the D-pad), Cavern is about as easy to handle, and very enjoyable now :mrgreen: