
Dragon's Lunch - the real time Roguelike game. Explore the depths to get your golf ball back, but be careful you don't end up as Dragon's Lunch!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Spanish - Spain*languages with full audio support
Reviews
There are some good ideas here, and it seems like some of the mechanics are quite sophisticated, but I just can't get over the incredibly confusing control scheme, which both uses way more keys than it needs to and needs an excessive amount of key presses to get anything done. That's forgivable in a standard roguelike with a turn-based, grid-based world, but here, it makes simple actions like trying to use items in battle a complete nightmare. Inventory key --> WASD to select item --> use key --> inventory key again. That's not acceptable when doing all that requires standing still while the game continues in real time. The basic combat mechanics are also very poorly designed: attacks happen when you /release/ the appropriate key, which makes it feel clunky and unresponsive. The range of the basic attack is also really, really short, with the end result being that combat is no fun at all. It also seemed to me like it might have some rather nasty balance issues, but I didn't get far enough for that to become much of a problem.
+1 🎯
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https://youtu.be/D_kE-JII9Cw A rogue like experience that experiments with free form movement but struggles turn that decision into something meaningful. Core mechanics are present but offered at the barest of levels.
ローグライク X アクションゲー。パーマデス。空腹要素無し。迷宮をうろついて地下に潜っていくタイプ。難易度普通で遊んでます。F5で中断セーブ可能だが、ロードするたびに中断セーブは消える。拾うアイテムの効果は使うまでわからない。一度使ったポーション、杖、巻物は、次に拾ったときには効果が判明した状態で手に入ります。また、Informationキーを押すと、今までに手に入れた効果判明済みのモノを確認できます。効果のわからない武器は、使って熟練度を上げる事で判明する仕組み。あるいは識別の巻物的なやつもあります。パラメーターのアップはポーション、武器防具の強化には巻物。攻撃にはTRPG的なダイスの確率システムを採用しており、当たるまでチマチマ攻撃するタイプですが、遠距離武器と杖はしっかり狙って当てれば100%当たる感じ。 罠タイルや隠し扉がやたらあるので、Searchキーを駆使してチマチマ遊びましょう。罠はUseキーでランダム確率で解除可能。Useキーで壊せる壁もあります。罠タイルと思いきや、回復の青い霧っぽいのが吹き出すヤツをうまく使う、複数の敵に遭遇したら扉や狭い通路を利用するなどで生存確率は上がるかも。俺は死にまくってますが。デフォルトのキー設定に難があるので、そこは自分の使いやすいように設定する必要があります。あと、まだ若干不安定でたまにクラッシュします。 定価では正直微妙なところですが、ファミコンなノリのゲーム、チマチマゲーム好きにはピッタリかも?
[h1] 为了颗高尔夫球下地狱,值吗?♥ [/h1] 为了被龙吞掉的高尔夫球,一路砍到12层地牢。实时战斗,永久死亡,一不小心就成了龙的午餐。 想法是好的,受Brogue启发,随机生成地牢、20多种怪物、武器护甲药水卷轴一应俱全,甚至还带关卡编辑器。但操作是真的劝退快捷键多得离谱,开个背包要按一串键,关键是游戏还不暂停,等你翻完东西人早被砍死了。攻击靠“松键”触发,手感又黏又迟钝。 点子有意思,但玩起来像在跟键盘搏斗。 we need chinse!!! [h1] 向来人道,真个胜周公。 -- 六州歌头·向来人道 刘辰翁♥ [/h1]
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.