Roguelike Dungeon Crawler about food!

I’ve been working on Attack on Snacks for 2 years and it’s finally in a playable state!

I made these two trailers.

Any feedback is appreciated!

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This looks- AMAZING, very creative and new and actually looks like something worth playing

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Thank you so much :sob:! It’s terrifying to show this project to the world for the first time. The fact that the first comment I got about it is positive means a lot to me!

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Not only does this have a fun little story and creative look it still manages to not take itself too seriously, also I just realized that the fry enemy is fryloc from aqua teen hunger force

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i think the enemy models could use a few minor touch ups here and there, i dont think the voxel style looks that good with everything else but thats just me. i love dungeon crawlers, and we don’t have many on the platform, so this looks like a really good addition!

Haha, I see you can already tell I am not an artist xD. Hoping to get those models cleaned up later down the line for sure. Thanks for the feedback!

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woah! didn’t know it was just you on the development team. i’ll definitely be buying early access!

edit: i’m playing right now, whenever i enter a match in the starting hub and the intermission ends, it just teleports me back to the hub.

we don’t have many on the platform

I could be trolling, but I think I saw a ton of them get slightly more popular after some Dungeon Quest announcement toward a cessation of content updates. Most I’ve seen are most likely dead due to the repetitive manual progression that lots of players have to go through. Most of the players in that genre also probably don’t want to easily jump ship because they’d have to start from 0.

But, I was addicted to Dungeon and Rumble Quest like 4-6 years ago as a leaderboard player, and things have probably changed with how progression is managed through community events/carries/etc…

I just think the genre just can’t blow up as much as some other genres on the platform by the nature of the audience that desires dungeon-crawler games on Roblox. There are some that are reaaally well-made but constantly prove the point that quality content and visuals are sadly not directly correlated with popularity on this platform.

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Yup just me myself and I, although I certainly benefitted from a ton of open source modules and resources. Solo dev is a struggle :,)

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I can’t believe it bruh it’s already broken LOL, can’t believe this missed my testing. not a good start but thank you for finding it, fix will be out in a min

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It’s been fixed :)). You should start in a very silly intro cutscene now, and after that the hub should take you to the main levels

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this game is seriously fun but still simple, and thats what makes a good game for me. nice job! i would suggest adding some more visual/auditory feedback for when you get damaged, as well as displaying the mana/health on the screen.

Thank you for the kind words! I will work on making clearer UI and feedback! Also I just realized the intro cutscene logic was commented out. And that was fixed now. You are literally my first real tester so I appreciate all the bugs you’ve already found LOL

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Yeah, I definitely also noted that even incredibly good looking dungeon crawlers are not super popular. It’s not a exactly a meta genre but oh well, it’s nice to work on projects like these once in a while even if they’re not bound for the front page. What makes it even worse though is my game has no permanent progression yet…which further eliminates from the target audience…

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Holy this looks amazing! I love the creativity both concept and design wise! Good job! Cannot wait to play it!

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I agree. Snacking is bad. Have full meals throughout the day instead. :smiling_face_with_sunglasses:

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My first thought was “Snack World” :joy:

From the video alone, I love the dodge/dash out of danger gameplay, I’m addicted to red attack indicators

My thoughts after reaching the Lair level in Attack on Snacks:

The story section in the tutorial is witty in a good way :slight_smile: The bosses also have fun attack patterns.

A core element of dungeon-crawling roguelikes is choosing from a randomized set of upgrades (usually three). However, Attack on Snacks lacks meaningful player choice. For example, one random upgrade is automatically given when consuming a mushroom. While forced randomness does discourage repetitive strategies, it also limits player agency.

On the topic of forced randomness, why do pets randomly pick a player to follow? :sob: In multiplayer, players should be able to choose whether or not to adopt pets.

Health management and shop-saving mechanics are fine, and I like the blackened mushroom health trade-off idea.

Microwaves are a nice touch for exchanging unneeded weapons for mushrooms, and I really love the elemental weakness concept, especially with side passages that require specific elements to clear their blockages.

To sum up: weapon acquisition feels solid, but the passive upgrade system needs a rework. I’d suggest making all mushrooms health-draining and placing them more sparingly in dungeon generation.

Lastly, the popcorn kernel is my favorite enemy design among the food roster.

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This is AMAZING feedback. Thank you so much! I like the idea of making all mushrooms deal damage. I will continue working on adding more meaningful player choices and improving passive upgrade. It’s amazing and gratifying to see someone already uncover so many mechanics in the game!

One question, are there any more special room types you’d like to see added?

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I’d like to see an enchantment room where players can apply an enchant to weapon, likely a single-use service in cost for coins

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