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kendric's Comments

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Dungeon Defender

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May. 18, 2008

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naruto650: you say something about bugs. I have fixed almost all the bugs i know of. Do you know of any still needing fixing? Razor6655. I think if you right click and do about flash it prob will show you how.

Dungeon Defender

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May. 18, 2008

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must... sleeeep...

Dungeon Defender

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May. 18, 2008

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A win takes you to the map screen now.

Dungeon Defender

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May. 18, 2008

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Huggies I like your plots idea. I will prob use that in the next DD game. I playing with making the maps shorter. The speed slider should help with long ones though.

Dungeon Defender

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May. 18, 2008

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andrew can you send me a screenshot of that? On my screen round number has room for atleast 3 digits maybe 4.

Dungeon Defender

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May. 18, 2008

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Soon as I can get some art ill fix the spawn caming. I may try something on my own and see how ugly it is :) think glowing spawn points(symbolizing holy presence) and a holy nova on enemy spawn if evil is nearby

Dungeon Defender

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May. 18, 2008

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Nice catch kyouhen. Fixed now. Let me know if you see this again(send a whisper)

Dungeon Defender

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May. 18, 2008

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Ok ill keep that in mind. If you get a chance play with spawn camping on hard too and see if it works well or not.

Dungeon Defender

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May. 18, 2008

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To the guy who whipsered me about main menu help not working. It does it just launches a new window so your popup blocker stopped it most likely.

Dungeon Defender

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May. 18, 2008

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At this point the only 2 bugs i know that are left(bugs not future features) are the selection moves to semi random square sometimes(fairly minor) and the one about click somewhere, then else, then back and no selection text(minor too). Ill get those but i want to make sure nothing bigger is out there still.

Dungeon Defender

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May. 18, 2008

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Read the tooltip on the button for how it works.

Dungeon Defender

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May. 18, 2008

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Talent respec added.

Dungeon Defender

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May. 18, 2008

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I will beat the graphic haters to the punch (its already ugly!) Personally I like the look and I doubt you can do much more without making everything bigger and loosing screen space.

Dungeon Defender

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May. 18, 2008

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For people who watch this carefully. I have a couple ideas for mass goblin changes and here is your chance to get your feedback into a game change. One option is to make killing blows not slow people down at all. So if your goblins are only working due to number and respawn rates, then as heroes cleave through them they would just keep moving and not pause for each one. Another idea is to reduce goblin magic resistance so wizards destroy them with there area effect fireballs. Other ideas? I have an idea for spawn camping but i need my artist to do it or it will look ugly.

Dungeon Defender

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May. 18, 2008

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Ask and ye shall receive. Restart button. Also nerfed death knight regen and made the mute button image change. andrew2000archer thanks ill fix that. I notice a lot of people are saying my game is like dungeon master. I think you mean dungeon Keeper? :) A great game. Rock and roll music doesn't seem to fit. I will see about putting in hotkeys. Draco, those are paladins!!! giant skeletons?? Oh somebody said they wish they could see hitpoints as a number. If you select anything, there is a details thing. Mouse over that for mega details including damage, range and hit points.

Dungeon Defender

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May. 18, 2008

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I think i understand your guys confusion with the mute. When you click it the icon does not change but the sound does go off. Just click it once. I will make the icon change too.

Dungeon Defender

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May. 18, 2008

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hellmaster, ill look into that. Enscrolled you can cancel dig by digging again. Is that what you wanted?

Dungeon Defender

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May. 18, 2008

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100 thanks to the guy who pointed out the slider bar keyboard thing. It is now fixed. It is also what was causing a lot of people the avatar cant move right issue because lairs also have slider bars ;)

Dungeon Defender

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May. 18, 2008

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Oh yeah one final thing. I didnt do sound effects because of how busy hard maps get. I was worried it would be overwhemling. I could prob do something about capping how many play at once or something. Anyhow back to bug fixing

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May. 18, 2008

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Some feedback on your guys feedback. Somebody mentioned send next wave passes 2 rounds, actually it doesnt. Thats because I define a round differently heh. A round is one spawn point spawning guys. If there are 2 spawn points and you send next wave you actually trigger two rounds, one for each spawn point. I did this because I coded it to allow each spawn point to produce different things, and at a different rate(though i didnt take advantage of it). Long winded answer to that one.

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