
Test your mettle by fighting your way through waves of increasingly difficult enemies. Cast spells, earn loot, and upgrade your character to see how far into the dungeon can you delve.
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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Languages: English**languages with full audio support
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game was fun at first, but it became very boring very fast. Once you know how to play the game, you simply know how to survive and the game is on repeat. No balance for this game at all. Review at: https://www.youtube.com/watch?v=rH5CO_ZRe54
⠀
Like the art style but I got bored after one session.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I would like to see more done with this game. It's interesting for the first 2-3 delves before you realize the game's pattern and just stack enough HP/Barrier to survive while spamming the AOE. -No use for the DoT spell, Scorch, as there is no boss or single target with high HP to make it necessary. -No idle function. For how simple and repetitive the game is an idle function might interest more people as it would turn the game into a stat-check style delver. -3 maps on repeat with the same enemies. Only differences are boosts to their health and damage. I love the idea and missed the art-style but it'll be hard to play more after a 1st session in the game's current state.
4 ability but there is no reason to use scorch when enemy comes in 3 (better use aoe) and fireball can get lifesteal upgrade. Basically endless mode is making the wizard as beefy as possible with HP and magic shield power up. Then you slowly aoe the monster to death. Because of this buying starting wave is more penalty than bonus. You lose the chance to spawn random talent upgrade by skipping those wave. edit = endless more is literally endless. The deeper you go means the more power up you would have. Magic shield power up multiplicative with health power up. After certain point magic shield would outscale enemy attack by long shot (enemy stats is linear). I was at 3rd delve and my shield power is 600 when wave 400 hit less than 300. With that stats I can do 200-300 more wave without even picking HP / magic shield power up. The game just become spamming aoe and shield endlessly. Survival mode didnt save your highscore. There is one optimum build, when you find that no more point playing this mode.
Good time waster with a strong art style. A bit repetitive, but for a game that was a class project it's extremely impressive.
Game's fun. Finding a broken build and setting up a macro to see how far you can get in the endless mode is genuinely a thing me and a couple friends share. My record is wave 1,427. What's yours?
Gittikçe zorlaşan düşman dalgalarına karşı savaşarak cesaretinizi sınayın. Zindanın ne kadar derinlerine dalabileceğinizi görmek için büyü yapın, ganimet kazanın ve karakterinizi yükseltin.
Dungeon Delver is a simple 2D retro pixel hybrid of endless runner and a clicker/incrementer game. Gameplay is very simple, you march along a corridor endlessly and encounter waves of enemies, which switches to a basic turn based combat, where you choose between one of four abilities each turn. This repeats until you run out of HPs, then you go back to the shop and buy upgrades so that the next run you can go further, although given this is endlessly procedurally generated between the same handful of samey encounters... let's say progress on a treadmill is an illusion. You'll quickly find the game to be pointlessly repetitive and the game isn't well balanced, you can just pump two stats and then spam AOE attacks to win endless encounters. You might as well set up a keyboard macro, and then... is it even a game at that point? From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no options to change the resolution for the game or customise the graphics settings. There's no way for gamers to ensure this is running at the native resolution of their displays... there's no guarantee this game will look right on any PC as a result of this hamfisted design decision. There's no way for gamers to try improve the low quality graphics. These technical defects push this game below acceptable standards for any modern PC game. The game is completely free. This is noble a gesture that shows dedication to both gamers, and the gaming industry. Nothing speaks more to a developers belief in themselves and their product than making their game available for everyone without remuneration. It's a shame in this case that the implementation is below the minimum standards a dedicated PC game should offer to enthusiasts. The quality here is simply too low for me to recommend, even for free. Perhaps this would be better placed on mobile app stores where it could reach a more appropriate target audience.
Diferente do que é mostrado no trailer, o jogo não apresenta um intenso combate, começa dando lhe algumas moedas de ouro para melhorar entre [u]Saúde[/u], [u]Dano[/u], [u]Ouro coletado[/u] e a [u]Wave iniciada[/u] pelo seu mago. As fases são lineares e sua dificuldade progride a medida que inicia ou avança entre as waves. A batalha consiste em 4 habilidades, sendo uma de defesa, uma de ataque coletivo, uma de ataque direto e uma de ataque misto, a cada wave finalizada, você obtém ouro dos inimigos derrotados, que são usadas para melhorar os status iniciais do mago. Não espere um roguelike, nem mesmo estratégia, apenas um jogo casual que não exige muito além de apontar e clicar.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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