

QCF Design: Rodain regularly disappears for a weekend and emerges bearing crazy prototypes and he had been playing a lot of Dungeon Crawl: Stone Soup and one thing sort of led to another. GeekDad: What was the inspiration behind the original Desktop Dungeons? Were there specific goals you had in mind when creating this game?
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Rodain rounded out the QCF trio by joining the team early in 2010 and bringing the Desktop Dungeons prototype with him.ĭanny Day was kind enough to provide some additional information on the company and Desktop Dungeons (both alpha and full versions) that you can read below. QCF Design was founded back in 2007 by Danny, with Marc joining shortly thereafter the two programmed bespoke games for various clients ranging from mobile game concepts for advertisers to social entrepreneurship ARGs for the World Bank Institute. The Cape Town, South Africa QCF Design Team consists of Danny dislekcia Day, Rodain Nandrew Joubert, and Marc Aequitas Luck. (I'm still trying to finish a few of the harder quests so I can finally reach the 3-level Lothlorien Quest. The game is addictive, and you'll find yourself going back and trying different classes and different races along with trying to unlock many of the hidden dungeons, races, and classes that remain unavailable until you achieve certain goals. There are plenty of tricks the developers have put into the game, and you'll stumble upon these as you play, frequently at the worst moments or at the most opportune. If this happens, you simply click the Retire button - gold is carried over if you wish to try again (allowing you to buy some of the more expensive weapons and treasures for sale in random spots in a dungeon) - and try again. Your goal is to defeat the highest level monster in the dungeon (usually level 10), but because the dungeons are randomly generated, there are times when you'll either find yourself blocked and unable to navigate around to easier monsters or simply out of health and mana (which you recover by exploring the dark areas of the dungeon or leveling up). You really can complete a dungeon in under 15 minutes.

What's unusual, however, is that all of this, including leveling up, is done in short bursts of play. Not Desktop Dungeons - after playing the tutorial and getting familiar with the short list of rules, you'll be on your way to battling baddies, collecting potions and spells, and leveling up your character. until you were killed or just beyond bored. Rogue and its cousins were typically never-ending digital dungeon crawls that would go on and on and on. The big difference between most Roguelikes and Desktop Dungeons, however, is mainly found in the playtime. If Desktop Dungeons looks somewhat familiar, then you've likely played Rogue or any of the dozens of Rogue-clones sometime in the past, often referred to as Roguelikes. (And, surprisingly, the alpha version is fairly bug-free, as it's gone through a good bit of playtesting and updates.)
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And what's even better is that the alpha version of the game is 100% free to download and play. This little gem of a game promises fast rewards, even faster battles, and treasure galore. In between books, blog posts, changing diapers, and driving to t-ball practices, I've found a weekly (sometimes bi-weekly) fix called Desktop Dungeons. Between job, family, and the whip-cracking from the editors to keep delivering thought-provoking, award-winning blog posts, I don't have enough time to take Level 1 Monster Bait and level him up to Level 15 Master of Swords. How many geek dads these days actually have time for a full-on dungeon crawl experience? Not this one, for sure.
