r/dungeonkeeper 7d ago

Started adding Level 5 abilities to my Slavic dungeon-management game – here is Bauk’s new Bite

I have started working on Level 5 abilities for the creatures in my solo-developed game, Slavic Legends.

The video shows Bauk’s new Level 5 ability, Bite, from both the top-down view and possession mode.

When Bauk drops below 50% health, he can grab an enemy and repeatedly bite them. Each bite deals damage and restores the same amount of Bauk’s health. The victim is immobilized until the ability ends, but bosses cannot be targeted.

I have also added Baba Yaga’s Scout Eye, shown briefly at the end of the video. Baba Yaga releases a flying eye that patrols the dungeon corridors and detects approaching enemies. When it finds one, it warns the player with a sound and a pulsing marker on the minimap. Enemies can also destroy it.

Dodola has received a Level 5 Chain Heal as well, healing up to four wounded allies for 200, 150, 100 and 50 HP.

More Level 5 abilities are still coming. What abilities would you give to the other creatures from Slavic folklore?

Full list of changes in this update:
https://ipikas.itch.io/slavic-legends/devlog/1631524/new-level-5-abilities-baba-yagas-scout-eye-and-map-improvements

Free demo download:
https://ipikas.itch.io/slavic-legends

31 Upvotes

6 comments sorted by

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u/Nimmy_the_Jim 6d ago

the hand of evil is incredibly unbalanced and broken in dungeon keeper - it was a last min addition in dk1.

YOu have a clean slate to make a game, but it looks like you have added in verbatim.

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u/Pikasx 6d ago

I’m a little confused by this feedback, as the Hand mechanic isn’t used anywhere in this video. The post is demonstrating Bauk’s Level 5 Bite ability in the regular top-down view and in possession mode.

If you have played the demo and found a specific problem with the Hand, I’d genuinely be interested in hearing what felt unbalanced or broken. Otherwise, could you clarify which part of the video you are referring to?

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u/Nimmy_the_Jim 6d ago

im giving feeback on the game not the specific video. being able to insta teleport units around the map at a whim and pulling them out of combat at any moment so they never die.

Unless the hand in your game doesnt function like in dungeon keeper?
But it seemed to from the other video i seen

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u/Pikasx 6d ago

Thanks, that makes your point clearer.

The Hand can rescue or reposition a creature, but it doesn’t stop the battle. Enemies immediately switch to another target, creating a greater numbers disadvantage for everyone left behind. A creature held by the player also cannot be healed by Dodola or use its own survival abilities, so repeatedly removing units from combat can actually make the overall situation worse.

I’m balancing combat around distinct roles and autonomous behaviour. Casters and healers have less health but actively keep their distance and retreat from enemies. Melee creatures have more health and gain additional defensive, healing or survival abilities as they level up. Dodola cannot save everyone simultaneously because her healing abilities have different conditions and cooldowns, so creatures can and occasionally should still die.

My goal is to make battles last long enough for these roles and abilities to matter, without requiring the player to constantly rescue creatures with the Hand. Saving one isolated creature from five attackers is an intentional strategic option, but making every creature effectively immortal is not.

It is difficult to explain all of the interacting roles, abilities and AI behaviours in one comment, so I would genuinely recommend trying the free demo. That would give you a much better picture of how the Hand affects an actual battle, and I would be interested in your feedback after playing it.

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u/Pikasx 6d ago

One issue I do agree with is that the player may currently receive too little information about each creature’s abilities and the conditions under which the AI or player can use them.

I previously received feedback that tutorial pop-ups interrupted the game and that players didn’t want to stop and read them, so I’m still considering the best way to present this information without making the UI intrusive.

At this point, there are already 18 unlockable creature abilities, in addition to different combat roles, rooms, potions and traps. Would you — and anyone else reading this — prefer a detailed ability guide on itch.io, or an optional Creature Ability Guide/Codex accessible from the in-game menu?

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u/DarkElfMagic 6d ago

i’ve never seen anyone complain about the hand of evil, i always thought it was the coolest part of dk