Claustrophobia: The Downward Struggle is an indie RPG roguelike, with a retro graphic style and a terrible sense of humour. The game takes place in a series of ever descending randomly generated dungeon floors, packed full of monsters to slaughter and loot to pillage. The game plays like a traditional roguelike, but with a clean UI, a slick, action orientated combat system, and a massive range of enemy types, skills, gear and room designs. With features like crafting, skill trees, characters development, and just-one-more-room style gameplay, Claustrophobia is a love letter to traditional RPG rougelikes. Create your ideal hero, build your own custom class, then set out on your quest for glory, slaughter, and anything shiny!

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Planned & Suggested Features (Games : Claustrophobia: The Downward Struggle : Forum : General Discussion : Planned & Suggested Features) Locked
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Feb 23 2013 Anchor

Inspired by Bennysloba, this thread will document the progress of planned and suggested features for Claustrophobia. If you have a suggested feature/change, check here first to see if it is already planned, and if not, post it somewhere I can see it. Completed features in Bold and with the patch number they were/will be introduced in.

Planned Features

  • Recipe Book - Recipies are discovered both by leveling up your crafting level and by recipie pages which can be found.
  • Bestiary - Displays enemy data for enemies you have encountered, based on their stats at the player's current level. Enemy data transfers across games.
  • Map Zoom and Pan
  • Game Settings - Difficulty, level type, permadeath setup when starting a new game
  • Enchanting - Enchant items to give them additional effects and stats (Patch 1.0.7).
  • The other levels - Yes, they are coming soon, honest.
  • Intelligence Tree - Again, coming soon. This one is going to take the longest due to the addition of AoE attacks.

Suggested Features

  • Repeated actions in the Text Window stack with x Num (suggested by Bennysloba) (Patch 1.0.7)
  • Wait until fully healed button (suggested by Bennysloba)
  • Save Game Slots (suggested by rtseng)
  • Store Refresh over time (suggested by rtseng)

Edited by: TheIndieForge

Feb 28 2013 Anchor

Hiya!

I just got a hold of patch 1.0.7; Excellent patch!

Something I've been thinking of recently in regards to resting with the R key; Maybe there could be a "rest until fully healed" function? I was thinking that if you were to hold Shift (or Ctrl, whichever works best) and push R, your character would rest for as long as it took to heal, unless interupted by a monster or something damaging like poison or bleeding. This way players who are in a safe place can heal fully without having to spam R and hitting R a few times could be used to get health back if you're only missing a tiny bit.

Feb 28 2013 Anchor

Hello there! Another excellent suggestion, I'll add it to the list.

Thanks,
~TheIndieForge

Mar 5 2013 Anchor

1. Save game slots - me personally, I often like to create MANY different chracters to try out different playstyles, etc.

2. Zoom or scale for the minimap - it is like a nanomap =x very tiny in it's current state (or is this what you meant by map zoom and pan? I had on first read assumed that meant the general play area - sorry if this is a repeat then)

3. Minimum price for unidentified items - they currently have no price and can't be sold

4. 'Stack' crafting/Destack in inv - Currently, since the crafting system works by whether cells are filled and not whether the appropriate amount of items are present, I tend not to stack crafting Ingredients in my inventory... which takes up a LOT of space. Would be great if the crafting system recognized amounts ; in the alternative, a way to destack items in inventory so you can fill cells

5. See diagonals - those black, unrevealed corners just irk me personally =)

6. Store inventory refresh every X units of time - rather than tied to load game as in the past; possibly tied to something like, 500 turns or 15minutes (although it would be weird if the inventory refreshed as you were moving towards something to buy it =( )
Edit: I say these things, but I have no idea how difficult they may be to implement (particularly within the framework you've developed) so... grain of salt! =)

Edited by: rtseng

Mar 7 2013 Anchor

I love the new patch for the game, and the existence of this thread! If I think of anything I'll know where to post it now :)

Mar 8 2013 Anchor

rtseng: Don't worry about how easy things are to implement, suggest away! On the subject of stacking, you can already unstack items by right clicking while holding a stack. The minimap zooming I'm working on, and the diagonal vision is actually a bug which I'm having some issues with at the moment.
melanye: Great, thanks!

~TheIndieForge

Edited by: TheIndieForge

Apr 20 2013 Anchor

Various effects on items is an excellent idea.
Rest until healed also an excellent idea.
Save files ? and no perma death in options? id vote no. Wont be a roguelike then.
Personal suggestions:
Bosses

Apr 23 2013 Anchor

wuusup wrote:
and no perma death in options? id vote no. Wont be a roguelike then.


I think it's a good idea to include this just to broaden the appeal to people who generally don't play games like this. Can't be too hard to add and might increase sales.

Apr 25 2013 Anchor

I would like a way to cancel out of an auto-walk motion. I found when I click back in the game from the other screen, I would click a random spot on the map and I would be walking for 20 seconds with no way to cancel.

A tutorial at the start, or some display of the buttons would be extremely helpful. My first playthrough I didn't realize that there was the pullout bar on the left to show what does what. It does stick out, but not unless you happen to just notice it.

I've run into one boss, and it rewarded me with an AWESOME item that gave me health back on damage. This was on the first floor. After getting to the fourth floor, I hadn't seen any other bosses or extreme challenges. I suppose this is preference, but a more frequent boss "fight" would be awesome.

A chance to set the difficulty (easy, normal, hard)

I believe others have said this, but an easier way to discover recipes. I found how to make arrows, basic armor, and potions. All of the other items like string, empty gems, etc were just sold because I couldn't figure out how to use them. Taking a page from Dungeons of Dredmor, maybe let us loot the bookcases for recipes? Alternatively, when you place an item in the crafting box for the anvil or cauldron, highlight the items in your inventory that are compatible with it.

I'll think of more. I love this game and I can't wait to see what else comes our way!

Edited by: thesavagetony

May 2 2013 Anchor

Just grabbed the game today and I absolutely love it!

I'm not sure if this feature is actually in game or has been suggest (still learning since I've only been playing for about half an hour) but an auto-sort feature for the inventory would rock - as would the ability to expand inventory space (maybe as a crafting option?). Again, not sure if these exist yet or were ever mentioned.

The game rocks. Keep up the great work and can't wait for updates! :)

I've been playing it for a while now (still loving it) but I in the hours I've put in, I've yet to find a single recipe which is discouraging. I think the DoD suggestion is a good one - making recipes a little more accessible. Since the bookshelves have no purpose, why not?

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