
DragonFang is a story-rich tactical rogue-like RPG. Summon and level up your ally monsters to challenge bosses in the dungeon depths!
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This is a thumbs down review, because I can't really recommend it's current implementation, but the game design and gameplay itself is actually pretty fun. Nothing world shaking, but fun. But they over monetized the everloving ♥♥♥♥ out of it. Literally every flavor of freemium nonsense that a mobile game might have is here at once. Stamina system limiting how long you can play. Incredibly low percentage chance of getting anything good the free way. Incredibly frustrating chance based upgrade system. All the top two tiers worth of stuff is completely out of each no matter how lucky you get or how long you play without money. One or two of these can be mixed together fine, but having so much freemium garbage in one game is just too much. Need money to play a lot, need money to get things to play with, need money to upgrade those things... like... pick one. Get rid of the stamina system and sure, high-grind is fine. Get rid of the horrible grind and sure, paying for playtime is fine. Stacking it all together and adding gacha garbage on top of it to kill the odds of accomplishing anything with what time and effort you have, rendering even the money you *spend* most likely meaningless? Yeah y'kinda overdid it there. It's a reasonably fun game and all, and you *can* play quite a bit in your first foray because leveling up the home resets your stamina. But the wall is real, and the stairs over it are built out of gold bricks. Just buy a proper roguelike dungeon game and leave this freemium thing behind.
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Hours played at review time, across 44 reviews with recorded playtime.
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Мертвее мёртвого. Помянем.
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DragonFang - Drahn's Mystery Dungeon Японская игрушка с мобил, о всех прелестях которой ныне не узнать, ибо сервера выключены с ноября 2021 года. Как итог: помянем наверное.
it's about a 5/10 if you like dungeon crawls with turn based action it's not bad there's a pay to advance option if you want to go faster than the stamina allows you can but you definitely don't have to to advance it refills when you level up the one boss I fought also had a few methods to succeed so that's good you can actually have some outplay in the game it's not required to pay to win from what I saw and you can get the premium currency from doing the missions your first time it's kinda neat downside it seems a bit repetitive but could be a good time waster. my full play through here https://youtu.be/4IufpgkHPB0
ソシャゲ。UIも操作もいまいちで遊びずらい。 ドラゴンファングZの方はかなり面白いのでそっち買いましょう
[h3]DragonFang was a gatcha-infused mobile mystery dungeon ported to PC. With over 300 monsters (called fangs) to collect, you could mix and match elemental builds, special attacks, and unique passives to skew the odds in your favor. Though fun in short sessions, it was highly repetitive and heavily RNG dependent, as all games in this genre are. As of Nov 2021, the game is no longer playable, since it required a server connection and lacked an offline mode. Its sister singleplayer title, Dragonfang Z, is still available for purchase on Steam.[/h3] [h3]Pros[/h3] ✅ Cute, hand-made artwork ✅ A variety of elemental dungeon tilesets, each with specific animations ✅ Hundreds of collectible monsters, each with unique special attacks ✅ A few dozen weapons, separated into 4 tiers ✅ Dozens of skills that could be fused and upgraded ✅ Rotating event dungeons, granting easier access to upgrades ✅ A rather lengthy story mode that saw regular additions each month [h3]Cons[/h3] ❌ Undeniably repetitive. Despite tileset differences, the core gameplay never changes past the first dungeon ❌ Heavily RNG dependent. Possible to spawn into unwinnable positions, or stumble into invisible traps that stunlock you to death ❌ Upgrades become very costly for high levels. Success rates were abysmally low, too ❌ The rarest weapons are incredibly difficult to come by, making them nearly impossible to upgrade ❌ Layered RNG denies you the best possible gear ❌ There are 5 elements but only the 3 primary seem relevant. Light and Dark don't see much use ❌ To access the best possible fangs, you have to grind premium currency and pull hundreds of times. It takes months to get a viable end game team ❌ Unfairly grindy achievements (10K normal summons... why??) DragonFang was a decent addition to the randomized dungeon crawler genre, and for the uninitiated, it worked like this: You spawn into a map with invisible traps, items, objects, and monsters. Your sole goal is to survive to the final floor and reach the exit. Periodically you'll have boss floors that require you to vanquish a special foe in order to leave. Most of the items you find are discarded on completion, but certain things like monsters, weapons, and armor, carry forward for you to equip, customize, and upgrade. Movement through the dungeon is turn-based, and enemies move only when you do. Thus, positioning is key to survival, i.e. luring monsters into chokepoints to avoid being surrounded. You could pass your turn to make enemies move toward you, and then utilize wands, scrolls, potions, ranged arrows, and even toss your loot to deal damage and make your escape. Each movement recovered a tiny bit of HP, which made for strategic healing. Status effects are incredibly troublesome in this kind of game, and virtually none can be ignored. Blindness makes you flee as you are powerless to hit enemies, poison is potentially fatal as it ticks down HP each turn (and does not stop at 1), sleep makes you a complete punching bag for 5 turns, and confusion causes you to lose control over your character's actions. Your weapons and armor have limited capacity to bind resistances, and even if you do, they are not 100% guaranteed. This adds real risk to your runs, requiring you to play it safe and dispatch dangerous status dealers ASAP. There was a decent amount of content to push through, increasing in enemy speed and stats, dropping better loot along the way. You had to match elemental builds to account for the dungeon's inhabitants, bringing fire against wood, wood against water, and water against fire. Light and dark were wildcards and only impacted specific enemies in mixed dungeons. It was a simple matter of grinding, upgrading, fusing, and rolling for better stats, pieces, and skills. And that would be the end of our review if not for an ugly little detail... the Random Number Generator. RNG permeated every nook and cranny of this game, from dungeon layouts, to damage rolls, to passive skill chances, to upgrades, to pulls... you get the idea. And that in itself is not a problem. What is, though, were the abysmal odds of not just finding rare gear or pulling rare fangs, but upgrading them. For example: • Leveling up loot required duplicates. The rarest were hard enough to find even one copy of, so potentially hundreds of runs. • Loot had stat rolls. Even when max leveled, you had no way to improve the base stat later. Fusing a leveled loot into a new max stat drop did not transfer already acquired levels (new + lv20 = lv2) • Loot had one skill. If it was trash, you couldn't remove it. You could transfer it, but it would destroy the item. • Loot had randomized slots. More slots = more skills = greater survivability. Slots could not be transferred or added. • Monster skills could be leveled up (and would recharge faster), but this required potentially dozens of already difficult to obtain gatcha-only copies. Skill orbs existed, but added very little to the progress bar. Since the only control you had in this heavily randomized game is the gear you bring in, I struggle to accurately convey the frustration at every turn when trying to power up. Why not have gear sum levels for previously upgraded items? Why not allow slot expansions to transfer? Why not include skill removal options? The amount of luck you needed to pull the max stat, max slot, ideal skill item was impossibly low, not to mention grinding for extra copies for more skills and more levels. Once you had the ultimate build, you couldn't swap out the skills and would need a new set for another deck if you wanted to min/max elements. It was a giant slap in the face. For this reason, I have to give the game a big thumbs down. I admit, I also carry a chip on my shoulder for being denied the end game boosts given to players who started before the shutdown announcement - being locked out of premium currency, it was flat out impossible to finish the game's unreasonable tasks of 1k premium + 10k normal summons, which provided ample odds to build the ultimate team for the ultimate 25F dungeon. But putting my personal circumstances aside, the RNG gating was demoralizing, and ultimately made me give up on trying. It was not worth my time running the same map hundreds of times to find multiple pieces of gear with the skills, stats, and slots I needed. Perhaps DragonFang Z solves these issues? I don't know... but I don't doubt that these complaints played a role in the game's closure. It survived a little over a year and a half, and only a lucky few have ever come close to completing it. In closing, I'm once again reminded to warn readers of "games as a service"-- any money you spent on this one? Lost forever-- no offline mode, nothing to reward you for your efforts. Here today, gone tomorrow. [u]Achievement Hunters[/u]: Massive grind with no shortcuts. People who completed it scripted the dungeon runs and summons, almost no one did it manually. The final dungeon was not terribly difficult but required a stat boosted +99 x3 team with complementary abilities (such as sleep, HP recovery, invulnerability). Discussing strategy is moot, however, as the game is now unplayable. It took ~200hrs to 100%, with developer boost.
8月辺りから運営が仕事していない模様。 イベントダンジョンも固定が1つと降臨と思われるものがあるが有効期限約260日と実質固定のようなものしか現在はない。 ガチャもすべてが統合されているようで、友情ガチャ、強化素材ガチャ、低レートガチャ、高レートガチャのようなものだけで、全くラインナップが増える気配もない。 運営生きてるのかな?
Это тот случай, когда я хотел бы поставить игре оценку между «Да» и «Нет». Эта игра представляет собой довольно простую пошаговую «Mystery Dungeon» в стиле rogue-lite. Вы исследуете коридоры и комнаты, собирая добычу и сражаясь с монстрами. Иногда между подземельями есть небольшие отрывки одностороннего диалога между Драном и его Феей. Существует простая смертная казнь, при которой вы теряете все, что добыли за определенный пробег. Это было более сурово до того, как выносливость была удалена, потому что вы тоже потеряли выносливость. Есть несколько вещей, которые делают эту игру интересной. У любого убитого вами монстра есть шанс выпасть в виде «Клыка», позволяющего вам использовать монстра в одном из ваших трех слотов, улучшая ваши характеристики и давая вам дополнительную атаку или навык. Некоторые клыки имеют атаки ближнего или дальнего боя, другие баффают / лечат вас, а последний тип вызывает статусные эффекты. Клыки также имеют пассивный эффект, который варьируется от сопротивления статусу до увеличения урона или критического шанса. Снаряжение Драна ограничено мечом и щитом. Снаряжение имеет простые свойства, которые, похоже, ограничиваются усилением урона или защиты клыков в зависимости от типа элемента или существа или создания / сопротивления статусным эффектам. Мне понравились стартовые уровни, но теперь, когда я прохожу около 30 часов, я начинаю бить по стене. Раньше это было бы проблемой в игре, но теперь, когда недавно убрали выносливость, это просто вопрос времени и удачи. В игре довольно часто выпадают клыки, чтобы вы могли их использовать в качестве корма, но вам нужно их так много, чтобы повысить уровень выше 20. Я надеюсь, что разработчики исправят это в будущем, предлагая регулярные подземелья событий, предлагающие больше металлических капель (это предлагают клыки. НАМНОГО больше опыта). Что касается микротрансформаторов: Ваш первый одиночный рывок дает вам SR + для начала (я думаю, что каждый получит его). Tenpulls стоит 50 премиальной валюты и гарантирует вам клык SR или выше. Через 30 часов я получил только около 30 изумрудов в ходе обычной игры плюс две или три «изумрудных звезды», которые функционируют как билеты на один прием. В настоящее время не похоже, что мне нужны клыки более высокой редкости для прогресса. Клыки R + и SR / SR + определенно более мощные, но компенсируются более высокой стоимостью экипировки. Еще неизвестно, доступны ли клыки R + / SR / SR + за пределами гатчи. Разработчики также объявили о так называемом «вызове друга», функции которого, по-видимому, являются еще одним источником бесплатных загрузок, подробной информации пока нет. Самая сомнительная вещь, которую я видел с микротрансформациями, - это то, что разработчики продают ограниченное количество пакетов, которые мгновенно увеличивают ваш предел затрат. Ваш предел стоимости естественным образом увеличивается с повышением вашего домашнего уровня, поэтому не похоже, что пакеты - единственный способ увеличить вашу стоимость. Я не знаю, является ли возможность покупать дороже, чем ускорение в начале игры. Предел стоимости ваших клыков - это то, что ограничивает то, сколько клыков может быть экипировано для одной загрузки. Если вам нравятся игры в стиле Mystery Dungeon, стоит попробовать сейчас, когда система выносливости исчезла.
This is a case where I wish I could give the game a rating between "Yes and "No". This game is a pretty simple turn-based "Mystery Dungeon" style rogue-lite. You explore corridors and chambers collecting loot and fighting monsters. Sometimes there's little sections of one-sided dialogue between Drahn and his Fairy between dungeons. There is a simple death penalty where you lose everything you've looted on a given run. This was more punishing before stamina was removed, because you lost stamina too. There's few things that make this game interesting. Any monster you kill has a chance to drop as a 'Fang' allowing you to equip the monster to one of your three slots, improving your stats and giving you an additional attack or skill to use. Some fangs have melee or ranged attacks, others buff/heal you and the last type causes status effects. Fangs also have a passive effect which range from status resistances to increasing damage or critical chance. Drahn's equipment is limited to a sword and a shield. Equipment has simple properties that seem to be limited to buffing the damage or defense of fangs based on element or creature type or causing/resisting status effects. I enjoyed the starting levels but now that I'm about 30 hours in I'm starting to hit a grind wall. This would have been trouble earlier in the game's life, but now with recent removal of stamina, it's just a matter of time and some luck. The game pretty regularly drops fangs for you to use as fodder, but you need so many of them to level something past 20. I hope the devs will remedy this in the future by offering regular event dungeons offering more metal blobs (these are fangs offering MUCH higher amounts of EXP). In regards to the microtransations: Your first single pull gives you an SR+ to start with (I think everyone gets one). Tenpulls cost 50 premium currency and guarantee you an SR fang or higher. After 30 hours, I have only gotten around 30 emeralds through normal play plus two or three "emerald stars" that function as single pull tickets. Currently it doesn't feel like I need the higher rarity fangs to progress. The R+ and SR/SR+ fangs are definately more powerful, but are offset by having a higher equip cost. Whether or not R+/SR/SR+ fangs are available outside of the gatcha remains to be seen. The devs have also announced something called "friend summons" which functions appears to be another source of free pulls, there isn't any detailed information as of yet. The iffiest thing I have seen with the microtransations is with the devs selling a limited number of packs that give an instant boost your cost limit. Your cost limit does naturally increase as your home level increases so it's not as if the packs are the only way to increase your cost. I don't know if being able to buy more cost is more than an early game boost. Your Fang Cost Limit is what restricts what and how many fangs can be equipped to a single loadout. If you like Mystery Dungeon style games, it's worth a shot now that the stamina system is gone.
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