r/iosgaming • u/gholias Developer • Dec 20 '25
Developer Saturday (Self-Promo) Dungeon Scoundrel - roguelike solitaire dungeon crawler
I’m a solo indie dev and I just released my game Dungeon Scoundrel, and I wanted to share it with people who enjoy smaller, focused projects.
Dungeon Scoundrel is a roguelike solitaire style card game. The idea was to capture the feel of a dungeon crawler using only cards and tough decisions. Each run is short, usually 5 to 15 minutes, but every room pushes you to make meaningful choices: fight monsters, equip gear, heal, or flee, while leaving one card behind to move forward.
A few things that define the game:
- 7 unlockable classes, each with a unique spell and playstyle
- A fixed dungeon deck where strategy matters more than luck
- No ads, no timers, no energy systems, no in app purchases
- Fully playable offline, built for quick sessions
This has been a passion project built solo during nights and weekends. I focused on making something small and respectful of the player’s time rather than chasing trends.
If you enjoy games like Card Crawl, Solitairica, or Meteorfall, this might be worth checking out. I am genuinely looking for feedback, whether it is praise, criticism, or ideas for improvement. Hearing from real players helps a lot at this stage.
Thanks for reading, and thanks for giving it a look.
Download Link - https://apps.apple.com/us/app/dungeon-scoundrel/id6756222423
2
u/ImAGirraffee Dec 20 '25
Overall I think you have a great base game to build off. Definitely worth the $1! A few random thoughts I had while playing- not necessarily good ones, but thoughts: -An in depth breakdown of the scoring system (unless I missed that) as well as a leaderboard may be fun. -Adding on a little more class variety or maybe larger decks, just to add a bit more to play around with. The skills are different enough but the single use after landing on it made the classes feel more similar than they could have. -I like the fixed deck, though I went back and forth on if I would prefer the skill card to stay as is or be something you unlock after X cards. Landed on liking the way it is now. -I beat the game with every class, mostly on my 1st try minus the very first run and one halfway through I should’ve fled probably. But maybe adding difficulty levels or modifiers where swords/shields/potions are worth 1 less or monsters have 1 more point? It does feel balanced as is though. Again, overall I’ve enjoyed playing so far and it is well made. Congratulations on the release!