
🏆🏀💀 TACTICS, TERROR & TOUCHDOWNS. Turn-based roguelike meets arcade death-sport, where every dungeon is a unique gauntlet of brutal challenges. Can you survive the trials of Dungeon Deathball and win back your freedom?
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a fun roguelike that any fans of Into the Breach would enjoy. The core concept is very simple, but a variety of team concepts with different playstyles, combined with the variety in randomly generated enemy placements gives enough content to make it worth it, and the achievements suggest some fun challenges to set up to 100% the game on the off-chance that you do eventually get bored with the standard gameplay.
roguelite bloodbowl dodgeball made by the guy who made switch-n-shoot? hell ya
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Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
awsome game . reminds me at into the breach a little. love it !!
Fun and simple with a pseudo-sports theme. And blood. Lots of blood.
jsksj esta bien god
糟糕透顶的游戏,里面的关卡随机生成,但是有严格的过关评级,只有满足每一项条件(限时带球达阵、水晶收集),才能得到S评级。所以关卡随机生成的不好是无法得到S的,甚至A都得不到。感觉就像那个“羊了个羊”,苦心经营一整局,结果发现根本通不了关。 除了这个极其糟糕的点,游戏玩起来很无趣,就是一个绕敌人走位到达对面底线的游戏,然后一遍遍重复。自己的队伍只能提升点耐力攻击力之类的属性,连主动技能都没有,只有怪物的招式在变化。很难说通关了谁还有兴趣再玩一遍,还不如每一关固定设计,让玩家通一遍全S算了。 通关唯一途径就是算敌人的移动趋势,但是地图窄得很,敌人乱走一步这一关就废了,别说拿S,队员都不一定保的住,然后每关只能重开一次,
minimalist and fantastic
A quirky, delightful alternative sports game that focuses heavily on planning, perfect information and managing limited resources, Dungeon Deathball is the kind of indie gem that is liable to fly under the radar of many people. The gist of it is, with a team of two characters, survive several rounds of a brutal underground sport that consists of reaching the right size of the field while surviving monsters and hazards . The ball is both an asset and a resource: it can be used to attack and to improve your score (reaching the goal line carrying it scores a Touchdown), so knowing when to throw it (as an attack) or passing it (to hand it off to the teammate) is an important consideration. In several respects, it has similar strengths to Into the Breach (and that is very high praise), since you can manipulate the play field by pushing enemies into each other, for example, or be forced out of the way. Player characters have different classes with unique leanings and abilities, and making the most out of your chosen duo is the key to victory (players do die if hit by a monster or hazard, so managing limited actions and stamina is needed to make sure your characters survive). After each round of Dungeon Deathball you get to spend earned gold to improve characters (again, a similarity to ItB). Finally, it is loaded to the brim with pixel art charm and many modes of play and unlockables, so it might just scratch that bite sized tactical itch.
Imagine football, where you throw the ball at your enemies to deal damage or punch them yourself, mixed with a Turn Par system, with gems to collect on the field and modifiers that increase the challenge for more score. That score is used to determine the money you get, which can purchase stamina, offense, and special perk that could do a variety of fun effects. Because every enemy shows what action you do, you can also learn how to manipulate enemies into attacking each other and weave through their ranks. The Con: you can expect the majority of the enemies to show up, and the only 2 boss encounters being the same on top of it, makes every run encounter very similar obstacles every single time. This means that the most variety you get per playthrough is just from the units you use. The Pro: there's actually a LOT of different perks available. your units can only have one, and nearly every "starter deck" chooses the starting party member perks for you. but they can have a lot of fun effects that can help you manipulate enemies, kill them outright, or even move around better. so while you do see most of the game's content after finishing a run a single time, the amount of ways you can play each run differently is pretty motivating. The many achievements also help guide you to seeing these different types of builds.
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