Super Dungeon Explore: Game Design

themocaw

New member
So, Super Dungeon Explore is out and it's great, but it's got some design issues that I think need some addressing (I'd put this up on Sodapop's website, but it's down, so I'm going for the next best thing). None of these are really game-killers, but they're little issues that could really improve gameplay if they were solved for a second printing.

1. Several rules in the game refer to a "Room," but there's no definition as to what a "Room" actually entails. My friends and I defined it as any continuous area of the map that can only be accessed by entrances 2 squares wide or narrower, but a solid definition might be nice. Alternatively, putting a border or map element on the tile that defines a room visually would be good: I'm thinking of the black-background tiles, where each room has a different color of crystal as this done right.

2. Approximately 8% of males are color-blind in some way or another. The most common forms of color-blindness are red-green and blue-green. The three colors of dice used in SDE are blue, green, and red: all three dice symbols are identical aside from color. The issue is exacerbated by having a green background for the right-handed loot card and a red background for the upper treasure card. A simple solution for this would be to change the symbol for each of the three dice by design as well as color: I'd suggest leaving white and blue as they are, and adding a small starburst for red and a larger starburst in the background for green: this gives the more powerful dice a better visual impact.

3. Along the same lines: adding a small visual cue to the special action and special attack icons would also help provide some visual cues. I'd suggest a sword behind the button for the "red" special attacks, and leaving the blue button as-is.

4. Please place the name of the status effect on the status token, either on the front, hugging the bottom edge like the text on the coin, or in white-on-black script on the back of the token. The token designs are rather busy and can be difficult to distinguish at a glance from a distance.

5. Status tokens for specific monster and hero abilities (like shield wall or the dragon priest's spells) would be nice.

6. The cards with the rules for terrain are brilliant. I'd like more of those with cheat sheets for status effects, range and AOE types, and 16-bit/Overcharge/Boss Battle rules.

In any case, the game is fun, the minis are wonderful, can't wait for the expansions.
 

Antizombie

New member
So i think I can help you out a little bit here.

1) Until there is official word from the high ups at Soda Pop you can generally consider a room anything that is wider than 2 squares. They also define hallway in the rule book. Thus anything that is not a hallway can be considered a room

2: If being color blind is an issue go to page 16 of the rulebook and use 6 sided dice. The numbers on top will coorspond with the symbols on the acutal dice. Or you can just know the dice by their major icon ( IE potion Red, Heart blue, potion/heart Green).

3) I think the special icons are doing ok, they just take some getting used to like any other game.

4/5/6) THe status effect tokens are too small to really have names on them. If you got to page 30/31 you will find pretty much all the referance you will need for antying really. You can known the status effects, and the rules cheat sheet. The more you play the more these things will become second nature. you can also make your own counters pretty easily with label paper and Gale Force 9 stuff.

Hope that helps out a little bit.

Peace, AZ
 

Gannon

New member
Great answers there AZ.

As far as names on the tokens are concerned, I can see this being a temporary issue. Once you get a few games under your belt, the tokens will be easy to pick out. Trust me, I've got Descent: Journeys in the Dark. That game has a billion tokens. After the first two games we were able to easily pick out which tokens were which.
 

Kelmor

New member
"The room issue"

If I am recalling correctly the term "room" used to have a meaning. That term was removed from the game but it looks like the word was missed in a few places. each tile is basically a room :)
 

Hashshashin

New member
From what I can tell a 'room' is anything not a 'hallway' so yeah each tile is a room... I think?

At first the counters seemed a little fidigity but after a few games I am already familiar with the ones that get used often like fire and knock down. The design is a little busy but at the end of the day the game is great fun and all the counters and cards and what-have-yous add to that fun IMHO

I am definately looking forward to an FAQ and an expansion :D
 
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