
Jump, fight and climb your way out of the ever-changing depths of the Snake Castle in Dungeon Drops!
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About
Dungeon Drops throws you into the depths of Snake Castle. By jumping and fighting, you are trying to climb the ever-shifting tower, where you never know which dungeon part will drop down onto you next. Master over 30 floors, with each being different every time. This game features a setting, items, and monsters inspired by Turkish folklore.
Between your adventures in the dangerous tower you will meet the mystical Şahmaran for tips and upgrades.
Use all your bravery and skill to escape the Snake Castle!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Bulgarian, Czech, Danish, Dutch, Finnish, Greek +91 more
Engagement
Reviews
This game is ok. In fact, its sort of inventive. You play this little dude who has constantly jump from dropping platform to dropping platform or die. Items will fall as well, and they have a variety of effects, from running faster to allowing you to float. Monsters will also drop, and you must kill them to get coins that you exchange in a store(along with diamonds that drop everywhere). The levels will have one of three different goals. Either you last a certain amount of time, collect a certain number of diamonds or collect a certain number of monster coins. Where Dungeon Drops falters is that the pieces that drop are completely random and drop in random places. This causes you to die more often than not. I've had blocks drop on top of ladders, blocking progress. I've been stuck on it the middle of nowhere with nowhere to jump to. Sure you can upgrade your jump, but it doesn't always help. Every run should be based on skill, not a random number generator. After dying the umpteenth time to unfair drops, I just quit and went to write this review.
the game is fun and the gameplay is enjoyable, even if it's on the simpler side. there's not a ton of content yet but that being said the music is great and really adds to the game. I'm looking forward to future updates.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 20 reviews with recorded playtime.
A fun and charming little game with a lot of character and great music. It's quite unforgiving but very satisfying when you get a good run going.
Great game to play inbetween sum league games and wow dungeons :D. Very vibes music
Combining the falling blocks of [i]Tetris[/i] with the frantic tower climb of [i]UFO 50[/i]'s [i]Velgress[/i], this is a crazy-addictive arcade game that manages to feel just like its own thing. I'd say beating the more difficult levels takes [b]eight-parts[/b] skill to [b]two-parts[/b] luck -- the RNG Gods can always favor you with a potion that lets you walk on spikes, or lets you [i]not[/i] die instantly from electric shock, but then again . . . you will often surprise yourself with the gaps you'll squeak through, the narrow victories you'll pull off when you've not been given much of [i]anything[/i] to work with. The fact you can die and restart levels so quickly -- along with the knowledge that you [b]will[/b] have unfavorable strings of blocks dropped on you pretty often -- encourages [i]risky play[/i], and that's a lot of the game's fun! So sure, take that long jump and try to grab that falling wing power-up! If you time it just right, you can use your extra new jump to make it back before you hit the spikes! And what's so bad about a block dropping right towards your head while you're standing on a narrow, isolated tower? You can just [i]hook jump[/i] around and light on the new layer! (The latter is one skill you will [i]have[/i] to learn if you want to get far in this.) Despite some very minor roughness, this isn't just a cheap game to pad your cart during a sale, but a [i]full-blooded[/i] actioner of the classic type that will keep you coming back for one more round. The charming folk art gives a better showing during actual play than in the trailer, too! ([i]Ahhhh![/i] I love those whispy, resigned little [i]death sighs[/i] the Prince emits when he's chopped in half, and that funny little [i]splurt[/i] when he gets squashed by a falling [b]tetrimino[/b]! The music, mostly rollicking Mediterranean loops, sets a nice mood of [b]Daring Enterprise.[/b])
It's a nice lil treat, passion project music + pixel art. The gameplay is Tetris-like with upgrades. Difficult. I support the art and the dev. Keep at it, build, grow.
Dungeon Drops by Marcipu is a compact action-platformer that revolves around quick reflexes, adaptability, and a constant sense of unpredictability. Rather than following a traditional dungeon exploration format, it frames progression as an upward escape through a shifting tower where each new section introduces fresh hazards and opportunities. The game establishes its identity early on as something fast, reactive, and slightly chaotic, offering a loop that is easy to understand but increasingly difficult to master. The central mechanic revolves around dynamically generated floors that appear in unpredictable configurations, forcing players to adjust their movement and timing in real time. This constant variation keeps each run from feeling identical, as layouts, enemy placements, and hazards change with every attempt. The design encourages quick thinking and adaptability, rewarding players who can read situations instantly and respond without hesitation. Movement is responsive and plays a crucial role in survival, as precise jumps and positioning often determine whether a run continues or ends abruptly. Combat exists as a supporting system rather than the main focus, integrated into the flow of traversal. Encounters are brief and direct, requiring players to deal with threats while maintaining momentum. This balance between movement and combat ensures that the pacing remains consistent, with little downtime between challenges. The game’s difficulty gradually increases as players climb higher, introducing more complex combinations of obstacles and enemies that test both skill and composure. Progression outside of individual runs provides a sense of continuity, allowing players to gain small advantages that make future attempts more manageable. These upgrades do not fundamentally change the gameplay but help smooth out the learning curve, giving players a reason to keep trying even after repeated failures. The inclusion of thematic elements inspired by folklore adds a layer of personality, giving the game a distinct identity that sets it apart from more generic titles within the genre. The pacing is one of the game’s strongest aspects. Sessions are short and intense, making it easy to jump in and out without a significant time commitment. This structure works particularly well for players who enjoy quick bursts of gameplay, as each run delivers a concentrated dose of challenge and progression. However, the same intensity can lead to frustration, especially when failure feels tied to unpredictable level generation rather than player mistakes. Visually, the game adopts a simple and functional style that prioritizes clarity. Environments are easy to read, which is essential given the speed at which players must react. While the graphics do not aim for complexity, they are consistent and effective, ensuring that gameplay remains the focus. The overall presentation is clean, with enough variation to keep the experience visually engaging without overwhelming the player. Sound design complements the gameplay by providing clear feedback for actions and maintaining a steady atmosphere. Audio cues help reinforce timing and awareness, while the background music supports the game’s pace without becoming distracting. The soundscape is understated but effective, contributing to the overall cohesion of the experience. Despite its strengths, the game does face limitations that become more noticeable over time. The core loop, while engaging, does not evolve significantly, which can lead to repetition during longer sessions. The reliance on procedural generation adds variety but can also create uneven difficulty, where certain runs feel more challenging due to layout rather than skill. Additionally, the overall amount of content is relatively modest, which may limit how long players remain engaged. In the end, Dungeon Drops succeeds as a focused and fast-paced action-platformer that delivers a satisfying challenge within a compact framework. It offers a strong core mechanic built around movement and adaptability, making it particularly appealing to players who enjoy skill-based gameplay and short, intense sessions. While its limited scope and repetitive elements prevent it from achieving broader appeal, it remains an enjoyable and well-executed experience for those who appreciate its design philosophy. Rating: 7/10
Nice game, reminds me a bit of playing Prince of Persia, what with sippin the potions. I like the music most.
The randomness of the levels usually ends up being unfair, but you can quickly try again. And YOU WILL try again. Difficulty makes this game very addicting. You can tell that a lot of love was put into this project, the music is great, the art style is simple, but concise and readable. Seems like there is quite a lot of variety in the levels (but I'm stuck on one of the early levels). Some of powerups are pretty enigmatic, but the Snake Lady is here to help you explaining them. Overall, very good small indie game!
A fun (but difficult) retro platformer with a Tetris twist. It's a great break from samey MMOs and the like, especially if you're looking for something with a unique theme. I've never explored Turkish folklore before which is why this game caught my eye. The music is similarly themed and well-done, catchy to listen to. There's a wide variety of obstacles, enemies, and power-ups to experience and make use of. Make sure to defeat the enemies instead of just avoiding them because they do drop useful objects, took me a little bit to realize that. The controls are simple and easy to learn (move, jump, attack); I recommend using a controller if you have one because you can move at varying speeds if so, and I found the jumping easier to time. (those damnable double arches though 😅 until I got the hang of them I was feeling a bit of rage...) There's also a Wiki which explains the powerups. I found it more useful than the in-game explainers, but that's probably more a me-problem. All-in-all a great little skills-based entertainment for when you want to shut off your brain and enjoy some Turkish folklore.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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