
Each step into the unknown heals you and reveals new obstacles as you guide fresh heros to glorious retirement or ignominious death. Master tactical spells, appease ancient gods and get rich through taxidermy in this award-winning quick-play puzzle-roguelike.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Arguably my favourite game of all time. 525 hours at time of writing, but I must have dozens if not hundreds more on the game's alpha and beta versions, having followed this absolute gem all throughout its development.
(¯`·._)♣ ♤ ♥♠ villanueva-9 ♣ ♤ ♥♠(¯`·._) Reinos de bloques, curaciones por niebla y el rompecabezas de mazmorras definitivo Si buscas una aventura independiente de rol, estrategia y lógica pura en dos dimensiones que rompa por completo con los extensos y pasivos trayectos de las campañas tradicionales de gran presupuesto, condense la exploración de catacumbas en partidas ultrarrápidas de diez minutos y convierta cada movimiento por las baldosas en un tenso, matemático y sumamente adictivo festival de cálculo numérico, gestión de recursos y suspense táctico, esta obra de culto es una joya imprescindible. Estrenada oficialmente en la plataforma de Steam el 7 de noviembre de 2013, lleva la clásica e implacable fórmula del roguelike de la vieja escuela a su máximo exponente de ingenio conceptual y agilidad mental, cumpliendo con creces el propósito de ofrecer un pasatiempo directo, sesudo y profundamente rejugable para tu monitor. • Premisa financiera y una ambientación de fantasía impecables: La historia arranca cuando eres nombrado administrador supremo de un humilde reino de fantasía en bancarrota absoluta. Perderse por su campaña lineal te exige actuar con lógica comercial, enviando a exploradores advanced a limpiar mazmorras compactas para amasar botines de oro brillantes, logrando una inmersión visual y una carismática dirección de arte pixelada que te entra por los ojos desde el primer minuto en la pantalla de juego. • Exploración por niebla y mecánicas de curación fluidas: El sistema de juego ofrece una propuesta mecánica comodísima y de ritmo hiperactivo que se controla al milímetro exclusivamente con el cursor del mouse. La gran genialidad, revolución y seña de identidad absoluta de toda la propuesta radica en su sistema de niebla de guerra: levantar las baldosas oscuras del mapa arquitectónico funciona como la única regla lógica para regenerar la salud y el maná de tu héroe en tiempo real, volviendo la caminata un trámite de suspense fantástico. • Clases asimétricas y un profundo árbol de razas rolero: El título te permite romper con la monotonía de los guerreros planos al incluir un gigantesco abanico de combinaciones de personajes muy bien estructurado. El software pone a tu disposición más de 15 clases jugables diferentes combinables con múltiples razas (como guerreros humanos, magos elfos, pícaros medianos o clérigos enanos), dándote la libertad absoluta de mutar tus estadísticas físicas advanced y contrahechizos según las hitboxes de los monstruos de la sala. • Altares divinos y un arsenal de glifos elementales de neón: El planteamiento de tus incursiones se vuelve súper adictivo al obligarte a equilibrar tus recursos místicos en pantalla. Recorrer las salas te da la oportunidad de adorar a dioses caprichosos que imponen hileras de reglas estrictas de conducta, permitiéndote además encontrar glifos mágicos de inventario avanzados (como ráfagas de fuego de BURHAG o teletransportes cuánticos) indispensables para debilitar y desintegrar a los jefes de área de la arena de bloques. • Gestión del reino y un lote de medallas virtuales advanced: El desarrollo de las expediciones exitosas te premia regresando a la base con los bolsillos llenos de créditos de oro. Amasar estas riquezas te otorga la libertad de entrar al menú urbano para edificar y mejorar distritos de la metrópolis (como la herrería, el gremio de aventureros o laboratorios alquímicos), desbloqueando bufos pasivos permanentes y preparándote de forma excelente para afrontar la cacería de sus logros integrados de Steam. • Puntos a mejorar: Debido a su intencionada naturaleza como un micro-rompecabezas táctico estrictamente enfocado en la pureza matemática del avance lineal de bucle cerrado, el software carece por completo de un modo campaña narrativo tridimensional complejo o de un doblaje de voces avanzado, limitando el trasfondo de los intermedios literarios a breves interacciones escritas. Asimismo, la interfaz general de las ventanas de opciones exteriores advanced resulta excesivamente simple, tosca y plana en tu monitor. • Curva de dificultad agresiva por ensayo y error matemáticos: La intensidad de sus rompecabezas mecánicos de combate sufre un pico de velocidad y exigencia mental salvaje al alcanzar las mazmorras de élite avanzadas, requiriendo reflejos de cirujano en tus dedos. El juego prescinde por completo del factor azar tradicional, transformando las refriegas en duelos lógicos rígidos donde un solo clic erróneo al calcular tu daño o atacar a un monstruo de nivel superior provocará un Game Over instantáneo, lo que puede llegar a frustrar a los novatos. Quizás exija una paciencia de hierro para memorizar los bufos advanced de cada deidad y su apariencia de corte casual aleje a quienes busquen motores fotorrealistas modernos de última generación, pero a nivel de ritmo mental, excelente optimización de archivos (apenas consume espacio en tu disco duro) y fidelidad al verdadero suspenso es, por mucho, una obra redonda del catálogo de QCF Design. ¡Centenares de horas de mazmorras vaciadas, reinos fortificados al vuelo, glifos mágicos combinados en la pantalla y pura adrenalina cerebral aseguradas! _____________8__88_____8 ____________88_8__8_____8 ___________888_____88___88888 __________8888______88_8____88 _________8888_______88______8_8 _________8888_______88______8_8 _________8888_______8_______8 _________8888_____8_______8 __________88888____8______8 ___________8888888______8 __888_________88888_8 8888888________88_____ _8888888_______8_____ __888888_______88_____ ___88_____8_____8_____ ____8______8____8_____8_88 _______8888_8__88_8_88888 _____888888_8_88__8888888 ____8888888__88______88888 ____88888_____8_________888 ____88_________8__________8 _____8_________8_____ _______________8_____ ____________8_8_____ _____________88_8_____ ______________88_____ ______________8_____
Lil grated
Lowkey this does not hit the same as the original freeware version that is / was hosted on IndieDB back in the day. I would just play that. The art direction is much better in that one too. This is a great series nonetheless and is worth buying if you want to support the developers. I really feel like it's the graphics for me that turn me off with this one. It tries too hard to look like it's a dungeon crawler and not a dungeon puzzle game. idk, it's like if Puzzle Fighter didn't use chibi sprites or if anime games didn't use flat playdoh textures or cel shading but instead human skin... Or if Tekken used cel shading! It's wrong.
The game title is a bit misleading... although it promote itself as a window mode game that doesn't fully cover your full screen to "allow you to work on other stuffs while you play"... it's not really one of those idle desktop companion games but rather a full fledged dungeon crawler set on punishing roguelike play style... don't think one can "relax" playing this as it really is pretty challenging and required some brain power to think over before you click on stuffs... So if you're looking for a desktop idle game, this isn't it. But if you're looking for a roguelike dungeon crawler, well, you might like this, though be reminded that the game play itself could be quite boring with repeats... and it might take quite some repeating runs to get everything done, not to mention it's heavily RNG dependent. Since I am a dungeon crawler lover that can go on hours playing a DRPG mapping every corner in a dungeon, i am going to give this a thumbs up, but take my recommendation with a pinch of salt.
Brutal, clever, unforgiving dungeon crawler/puzzle box. Definitely recommend.
(2.7 hours played, at time of this review.) The good news and the bad news is that this is not really a turn-based dungeon crawler RPG as much as it is a puzzle game disguised as an RPG. You cannot just adventure around in less dangerous areas until you feel ready to tackle more serious challenges, or reload if it becomes apparent you have made serious errors in strategy (as you can in Urtuk, The Witcher 3, Age of Wonders 3, Rome Total War, Oblivion, Icewind Dale, Skyrim, Sid Meier's Alpha Centuari, Sins of a Solar Empire: Rebellion, and myriads of other strategy and RPG games). No. You go into a dungeon, and are essentially locked in (leaving the dungeon while the boss lives = LOSE the game). The dungeon is crafted such that you must tackle fixed-position enemies and move around the dungeon in a certain order (based on your character's ability at any given moment) to get strong enough to tackle the boss. Each fight is deterministic: you are given enough information so that you can figure out with absolute certainty, before each fight, if you will win or lose and how much health and mana you will have at the end of said fight. The number of enemies is limited. The number of power-ups and healings (gained by exploring new squares of the floor) are limited. If you do not move around the floor and take on enemies in the correct order you will not be able to defeat the boss. If you are defeated by the boss or try to leave the dungeon (e.g., to get stronger elsewhere), you lose. So, to recap: Each dungeon is a puzzle. Entering the dungeon locks you into that puzzle. Solve the puzzle or lose the game. For puzzle lovers, the above may look like fun; but the game is not my cup of tea.
If it makes sense, I'm not enjoying the game because it isn't simple enough??? Like I think I would genuinely want to play way more of this game if it was a daily wordle like thing that does a dungeon type, and picks your character and provisions and you solve the dungeon in a browser and not this standalone downloadable game. I was trying to think why that is, and I'm pretty sure the reason why is that I don't feel the progression style in this game is very good standalone. These dungeons aren't endless, it's one generated tile like a minesweeper style thing, and like minesweeper, you need to be careful which tiles you expose. There are ways the game complicates this so you don't have a steady algorithmic approach to grow your characters levels such as spells and potions and provisions, as well as what type of adventurer you use. However, the loot and spells and everything aren't given enough time and progress for any of it to truly matter? It all resets after revealing the full screen which doesn't take very long at all which ironically makes your progress feel rather worthless. Because of this a single dungeon is so short that it lends itself to a sortof handheld portable feel. Where you open it up on a phone for a few seconds while waiting for something. That's not bad at all! In fact I would love something like this on my phone for that exact reason, but it also means when I sit down and feel like playing a game. Why would I choose the dungeon crawler roguelike that has very set limits and not something like akalabeth that has endless floors and it's about seeing how far you can get? Truly I would love this game if it just was more like a standard roguelike where the whole game lies with how far you can grow one character, rather than growing a town to give you more options for generating a single dungeon floor with what feels like zero stakes. I know there are *supposed* to be daily dungeons, but that option is locked out in the main menu. All of my points are moot though seeing as the description does state that they were going for something that's just enjoyable in quick 10 minute sessions to not waste your time. So by every account, this game is designed exactly around what it was trying to do, but I suppose my cup of tea is more something that lets you stop every 10 minutes, not that you complete entire miniature dungeon games in 10 minutes.
这是个披着古典Rogue外衣的强化版魔塔——它在本质上是一个需要步步为营、精打细算的魔塔类数值解谜游戏,但不同的是它又跟Rogue一样有着完全随机的地牢关卡;与此同时,关卡中丰富的随机要素又丝毫没破坏它的解谜设计,只会让失败后的再次尝试能够如首次踏入一般依然充满新鲜的体验。 与动辄数十小时才能通关的传统Rogue相比,它把单局流程限定在1层(至多附加1至2个独特的迷你层),从而把单局时长压缩到了仅约20分钟,极大加速了正反馈,让本作成了能在空闲时间快速来一局的休闲益智游戏(在本作首次推出的2010年,这个改动无论对魔塔还是Rogue来说都是一个很容易被后人忽视的重大创举)。 曾经在十几年前本作尚未完善之时体验过游戏的测试版,依稀记得当时还是存粹的地牢冒险,而现在的steam版加入的王国建设其实就是现代Roguelike常见的局外成长和开局奖励,这在本作正式版的发售之初很可能也是开创性的(若果真如此的话,那么本游戏对现代Roguelike的塑造就是极为深远的,只可惜被它不温不火的名气所埋没)。 (说起本作的影响,其实2012年推出的翻格地牢游戏dungelot及后续类似玩法的runestone keeper、不思议迷宫都可视为本游戏去掉了数值解谜的爽游版,我猜测dungelot的创作灵感很可能就直接来源于本游戏) 抛开那些机制上的创新不谈,游戏在内容本身也做到了足够丰富:7个种族,4*3个职业,十多道法术,数十种道具,相互之间差异极大,让各式各样的搭配成为了可能;而玩家要面对的怪物也不是善茬,高耸入云的恐怖数值和五花八门的霸道特性常常在初见时令人望而却步,也正是如此,经过一番精心计算后险胜怪物所带来的成就感也更加非比寻常。 不仅如此,作为一个Roguelike魔塔游戏,本作在背景音乐和文字描述上也超越了绝大多数同辈,特别是游戏内的不少文本都充满了辛辣的社会讽刺和极致的黑色幽默,有一股浓烈的、上世纪左翼思潮盛行时期的戏谑文风,这在语言文字普遍贫乏的Roguelike中实属难得。
DO NOT ENTER MY DUNGEON
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