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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Feature Request Thread (Games : Claustrophobia: The Downward Struggle : Forum : General Discussion : Feature Request Thread) Locked
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Feb 18 2013 Anchor

Hiya! I created this thread for players to suggest features they would like TheIndieForge to see, and to discuss them.

I would like to see messages of the same type have a number counter instead of spamming the window. For instance:

As it is now =

You skip a turn!
You skip a turn!
You skip a turn!
You skip a turn!
You skip a turn!
You skip a turn!

This should be shown as:

You skip a turn! x6

This will stop the text window from being flooded and give the player a sense of how many turns they actually skipped (or whatever action they are repeating)

Thanks!

Feb 18 2013 Anchor

This is both a good thread and a good idea. I think I'll make a thread which details planned features, suggested features, and when they will be implemented. I will also work on adding this text window feature.
~TheIndieForge

Mar 14 2013 Anchor

Hiya!

A few things I've been thinking about.

. Sorting your inventory:

I love all the items in the game but sometimes it can be overwhelming to deal with the cluttered inventory, not to mention after going on a selling spree, you're left with large gaps in your inventory to deal with. I was thinking that if items were put in catagories (armours, weapons items etc.) in the game code, they maybe sorted alphabetically when the inventory is middle clicked or a key is pressed?

[Catagory names]
Armour
Food
Misc
Potions
Weapons

For example, say you've got some armours and a bunch of other assorted items, upon middle clicking, it puts all armours first in the list (since the catagory name starts with A) and then sorts the things fitting the catagory, so something like " Mechanical Leggings, Potato, Worn Headress, Manky Slippers," (assuming those are the only armours you have in the inventory at the moment) should be sorted as "Manky Slippers, Mechanical Leggings, Worn Headress, Potato".

Item prefixes should be considered in the sorting process. If you want to get really fancy, atleast for armours and weapons, have them sort into sub-catagories, specifically for helms, chests, leggings, boots, swords, staves and bows. so instead of just straight alphabetical sorting in the defined catagories, you get a clean looking sort if you've got multiple helms or whatever.

For instance, the sub catagory for armour could be:

Armour:
Boots
Chest
Helms
Leggings

If an item is unidentified, it should just be last in it's respective sub catagory.

Seems to be a big request I suppose, but I think it'd make inventory management not only better, but appealing to the eye and make a player's Downward Struggle more enjoyable.

The other thing is much simpler; I don't think enemies should stay sleeping if you sit there pelting them with arrows. Seems kind of silly that they would just ignore the pain unless they were drugged.

Hope this gives you some ideas at the very least :P

Take care.

Mar 16 2013 Anchor

Hello! I agree, this is something that definately needs to be in. I keep trying to middle mouse click to sort my inventory by reflex before I realise that feature doesn't exist :P. I will try and get this up and working for next patch (sometime between all the skills I'm trying to get done).
Enemies should wake up when hit.. which I realise now they don't. Oops. I'll sort that too.
Thanks,
~TheIndieForge

Mar 26 2013 Anchor

Hello!

Love this game! A great roguelike, one of the coolest i've seen.
Suggestion:
Maybe a save point somewhere generated in the dungeon? When you die, you spawn at that place again.

Greetz

Mar 26 2013 Anchor

Hello, glad you're enjoying it. While permadeath is a main feature of the game, having the option to turn it off if you would like is probably a good idea. That can be added to the start screen once I add difficulty settings.
Thanks,
~TheIndieForge

May 30 2013 Anchor

either to open the map in bigger maybe torchlight style or my original idea and what i think would be the best fit for this game, able to zoom out the mini map

May 31 2013 Anchor

If you have a mouse, scroll wheel up and down over the map control's the zoom. If not... then that's another keyboard layout issue that will be fixed when key rebinding is added.
(Fun Trivia Fact 1: Previous versions of the game would also open the map in a large window when the map was clicked, but that feature mysteriously disappeared in patch 1.1.0 with the updated UI was added. Some say that this was due to the developer forgetting to add the feature back in... *ahem*).
~TheIndieForge

Jul 30 2013 Anchor

Putting the mouse over the character it specifies you as "Human". To me, this implied that you were planning to make other playable races. Is this true? If not, would you ever think about doing so now that it's been mentioned?

If so, I suggest things like "Human" having no perks. But an "elf" class to have some sort of strange positive passive skill and negative passive skill (for balance).
I also think that players shouldn't be able to play all the races at the beginning of the game, but must unlock them by completing certain achievement. Reaching dungeon level 10, reaching dungeon level 5 using the starting equipment, killing 1 000 rats over all playthroughs.. ..I'm just throwing things out there.

Achievements in general would be nice. I know that you plan to implement a "statistic" page in the future (or maybe mine is just broken), but achievements are nice to have for completionists such as myself.

Version 1.1.1

PS Should I post suggestions here or in the Planned & Suggested Features thread?

Edited by: Player007

Jul 31 2013 Anchor

Races have been planned for a while, but how and where they would be implemented has not been finalized yet. They would be unlockable, as will extra character skins. The whole positive/negative effects idea has also been planned, although not tied to race specifically. Possibly tying them to race would be a good idea.
The statistics page was in the game, but was recently removed since the information it was displaying was inaccurate. It will make an appearance soon, as will achievements!
I don't mind where you post, since I will read everything in the long run. Here is fine!
~TheIndieForge

Aug 1 2013 Anchor

Version 1.1.1

This is just a minor request (I think... I wouldn't know. Sorry if it's not.)

When creating your character there should be a random button, giving you a randomized hairdo, sex, and skin color. Although there isn't much variation in appearances in the moment it would be nice to have this feature. Also maybe a random name generator which when clicked will give names such as "James" or "Pipsqueak". I personally would prefer the random names to be all weird like "Pipsqueak" or "The Chaffed One", but it's your choice in the end.

Since I'm on the topic of names, maybe one day you could implement "Titles". They would be unlocked upon doing certain achievements and can either be purely cosmetic or be accompanied by modifiers. ("Skeleton King" - All skeletons are docile until attacked) ("The Piper" - Start with a rat companion) ("Golden Boy" - chances of finding a Gold Key +5%) Again, it's all up to you though! I won't take anything personally, you are the developer after all.

Haha, okay.. It seems like it's not a minor request anymore. I get carried away like that.

Version 1.1.2

Since trap disarming is in the game now, I only think it's logical that the "Tracker" role gains a passive skill which ups the chance to successfully disarm a trap.

Edited by: Player007

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