
Japan’s megahit dungeon simulation game is now in English and available globally. Manage your own dungeon and micro-manage your zombies, monsters, minions and traps. Think strategically to summon your forces, level them up and defend against endless invaders and boss units.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[i](Clarification : Since some people wonder how I know so much about the game - I owned it prior to the steam release, so I've booked in quite a chunk of playtime, some 50 hours, outside of it's english release. Therefore I know whereof I speak.)[/i] [H1]This is why we shouldn't leave Japan on its' own. No, really, I'm serious. We do that and instead of Football Manager they come up with this?!?![/H1] Dungeon Manager ZV, which I think I can sum up best by saying it's FM2015, but for someone who wants to design, and manage their own dungeon, their own monster roster and carefully balance the growing needs and desires of the adventurers they are luring into their dungeons with the promises of untold lewt with the need to protect that loot and therefore placing big scary monsters in the way. Put too many big and scary monsters in the way, the adventurers will take one look at your dungeon and go "NOPE.JPG", but make the dungeon too easy, and they'll walk out with your lewt, and you will fail at managing your dungeon. It's a curious beast. [H1]No, really, we must never leave Japan alone, this is what happens when we do. They create games where you're monster mixing slimes, golems and demons?!?![/H1] The game visually is ... not the worlds most stunning presentation. It's going to send you back a long way in time, I actually had to look up the kind of resolution it was using (1024x768 in case anyone wondered). The art style for what you get is consistent and well drawn, though ye gods could it have done with high res artwork for current gen monitors. The music too, has that kind of castlevania style theme, that sort of off kilter japan orchestral horror they do reasonably well. But beyond the somewhat shonky presentation lurks a really, really brutal game. DMZV is to dungeons what Football Manager is to the emerald turf. Oh it starts innocuously enough, giving you a nice 3x3 grid of rooms you can build out into, one of which will have your stairs to the surface world, in these rooms you can fill out each room with a selection of zombie minions, along with a larger "foe" of sorts, be it a slime, a golem, a demon or if you've been stirring up some kind of hellish creation, one of the monster mixes available (G-Golems and Zombie-Demons are merely the start of the chaos available...), once you start working your way down through the floors, you'll start to appreciate the subtleties that come into play, such as being able to set elemental affinities on a per floor level, which confer bonuses either to your monsters, or even to the heroes that walk the dungeon (in exchange for bonus resources should you kill them!), setting up your zombie minions with their own attack and defense levels mean that some rooms will be tailored to dealing with specific classes of hero... and that's when you realise that you're going to be sinking a lot of time into this one. [H1]The kind of game where five minutes can become an hour, and an hour can become half a day....[/H1] The hero roster is -extensive-, no less than 23 or so classes with a few unique versions and a final "boss" of sorts await you as you work your way through the game, ranging from the simple Novice, who wanders in with little more than a sackcloth and a pointy stick, all the way up to Valkyries, Samurais and Knights that can actively change the element of the floor they are on and really ruin your day. Juggling the monster strength relative to your fame is the key balancing act here, as you'll want to keep the two running along the knife edge to get the maximum inflow of adventurers (and occasionally an escapee to relate his experiences of your fine establishment), so in terms of mechanics, there's a lot more going on than meets the eye. It would be lazy to spam the strongest things you could field, and the game -will- punish you if you do just that, by starving you of heroes, and then eventually steamrolling you with something far beyond your capabilities. It reacts to your playstyle, and will chastise you for being a poor designer. However, play it's game, and it will reward you with an experience that is very much the Football Manager of Dungeons. [H1]Okay, this sounds interesting and all, but how on earth do you make sense of it? How does ANY of this make sense?!?! HALP!!![/H1] Therein lies the nub of the review. This is a [i]very[/i] niche game. If you're seriously considering buying it, and you've done your research, then my advice is to take the risk, the chances are you're already aware of what you're letting yourself in for. Strap in and prepare for something very much unlike you've played to date. If however you're even remotely unclear on what you're getting, if you came here from a recommendation, if you just came to this game from idle curiosity and really don't have the first clue as to what is going on, or you do not have an abiding love of [i]very heavily text based[/i] and [i]very japanese influenced[/i] bizarro games that don't want to make sense, and ask you to manage a -dungeon- of all things. Then I would tell you to turn around, and walk the other way, otherwise you'll be making a mistake, and you'd do the game a disservice as well. Verdict : [b]Highly recommended -but- only to the people who know with absolute certainty what they're letting themselves in for. This is a niche game in the truest sense of the term, and as a result will appeal to a very narrow, and very odd demographic. If you enjoy solving rubiks cubes in the dark, this may just appeal to you.[/b] [i]Writer and columnist for [url=http://steamcommunity.com/groups/justreviews]Just Reviews[/url], where you can get similar fine reading material. Join our group, follow our curations, and throw me a like if you would like to keep up to date with our efforts![/i]
The game is "fine". Don't expect flashy graphics, this wasn't made to have them. Sadly the content is also simply lacking though. Completion can be expected to be done within 10 hours. I currently feel no need to go back to this game. Suggestions: Customising the monsters: currently they level up and gain a little defense and health, i'd like to see multiple target hits, instant kill abilities and to be able to see more than just "Level, hp & defense" Would like to see a "campaign style" play. Although not really sure if it'll work for this. Ability to have more than 1 dungeon at a time. Given this isn't a competitor to other dungeon design games and is meant to different, i think this is a way to make it different. (by this i mean having some form of overworld view and being able to buy new locations(possibly with maximum depths and maximum level of adventurer?) Make it 5x5xX, this then allows for more complex dungeons Cap's on the resources are very low, a lot more could be done with it. An "easy" way of levelling weak monsters so that you can combine them would be good (preferably using a second dungeon?) or just simply pay for levels with resources? heck the resource is basically "souls of dead adventurer's" so them being able to give exp isn't too much of a leap of faith. Eventually you just basically get adventurer's to go to 9 depth asap and just kill them there, make nearer to the surface more useful? Allow monsters to evolve naturally instead of forcing combines to make them better Needs just simply more fusions and more creativity with what they can do. Plus sides: I experienced no bugs. (one or two bits where the text didn't fit) Simplistic - Was very easy to work out roughly what to do. 6 hours is still more than the other reviews and as i stated, i've literally finished it. Would recommend at 99p. But at this amount you get too little. Most games on kongregate have more content than this. Save your money, will review again when i see updates, but i don't think there's really going to be any changes big enough to really change it.
An interesting, niche game. A short summary: In this game you are the master of a new dungeon. Starting with a single floor you have a 3x3 grid of possible rooms. Excavating each room takes resources. In each room you can then deploy zombies or more powerful monsters to stop adventurers from progressing further in your dungeon. On each floor you can have up and down stairways, allowing acess to the floor above/below. Each added level increases the strength of invaders but also allows you to place more formidable traps and monsters. At least 15 floors can be constructed and on the lower floors you can find and breed some more special monsters such as dragons or esoteric demons. The objective is to protect your most valuable item, the Knight's Emblem from being stolen. All the items in the game have certain effects associated with them. Some will boost the power of traps or reduce the cost of resurrecting your zombies. In the hands of adventurers the items will increase their attack, defense or other attributes making them more formidable foes. Additionally you wish to attract as many powerful adventurers to your dungeon as possible so you can collect their magic items and life force. So that you can lure ever more powerful adventurers and repeat the process. You may also allow adventurers to escape so that they can tell their friends about your dungeon. You actually want this to happen as simply being inundated with level one novices is not particularly exciting or gainful. As time passes new classes arrive and higher levelled and better equipped adventurers too. Eventually organized parties will attempt to reach the depths of your dungeon. You constantly balance between increasing the strength of your dungeon and monsters while also allowing adventurers to experience thrill and sucess, encouraging them to return. While you steal their items, you can also allow them to escape with your own. Allowing adventurers to live with valuable loot makes them extremely happy and increases the fame and allure of your dungeon even more. The game is not graphically stimulating, but it does something new, that I have not seen expressed as a game before. If you like the idea of managing a dungeon and have a modest imagination I would suggest you try the game. It is quite reasonably priced and runs very well.
I went into this game not expecting much. To be honest I was expecting to refund it immediately. Somewhere along the line though, it caught my interest. Not sure why, but it's addicting. I think it's the seemingly simple gameplay. I can sit back and kick up my feet, all the while I'm trouncing the "heroes" that come into my dungeon (call me malevolent, but it's very entertaining). During my few hours of gameplay I've been peeling back layers of strategy. Should I put my slime on the third floor or the fourth? Wait...I should build him up so I can put him on the sixth floor! Unless of course that hero kills him before hand...nah I'll just replace him with this level 1 I just summoned. It's moments like these that kept me playing. The constant micro kept me going. For some people this is a turn off, but being a relatively relaxed player myself I still found this game very entertaining without the need for ton's of key strokes. I can do everything with the mouse. It's just a matter of thinking things through once you get the hang out how it's designed. That may seem complex, but I assure you it has a very nice learning curve. Fun and intuitive. A double bonus in my book. TL:DR - If you have an active imagination and don't mind using your brain a little then give this game a try. If you need really good graphics then pass this one by. Addendum: This is my first review. I welcome all criticism.
レトロな雰囲気のタワーディフェンスで、元々はVectorでDL販売されていた作品。 Steamにある国産ゲームではメゾン・ド・魔王が一番近いか。 Steamに来たのは2015年10月とかなり最近の事だが元が2004年なので如何せん古臭さは残る。 しかしシステムは完成されているため今でも楽しめるだろう。 最近のゲームとの最大の違いとしては画像が一切無く絵面がとてつもなく地味。 一般ウケは悪そうだがWizardryなんかに慣れている人はすんなりとプレイ出来るはず。
Casual "spreadsheet sim" with solid strategy. Good resource management mechanics in the beginning and some interesting variance in the monsters you can summon. Small learning curve; I'm a strategy vet, and I cleared the game on my first try in less than eight hours. The game promises some replayability after you win: you can continue your dungeon, and the game will throw two bonus enemies at you. There's also a Hard difficulty I haven't tried, and I'm interested in seeing how fun it can be. I would enjoy greater complexity and customization within the dungeon. I only used ten of the sixteen available floors, and the sole reason I went down so far was because one monster type must be placed deep underground. Speaking of monsters, you'll have to keep track of which monster combinations make what; the game doesn't do that for you. It is a minor inconvenience, as there are only a handful of possibilities, but a tab showing you all your unlocked fusion recipes would be useful. I recommend [i]Dungeon Manager ZV[/i] with one caveat: This ain't an intricate game. You're not getting [i]War in the Pacific - Admiral's Edition[/i] levels of nuance here - you'd be lucky to get one-fifth. If you're a genre fan and/or like relaxing with text-based strategy, then go for it. Otherwise, don't bother. I may edit this review in the future should I record myself playing Hard. I wouldn't mind the game kicking my teeth in.
[table] [tr] [th]入手ルート[/th] [/tr][tr] [td]開発元が運営しているメールマガジンでのプレゼント企画に応募して、無料でいただきました。[/td] [/tr][tr] [th]総評[/th] [/tr][tr] [td]このゲームはタイトル通りダンジョン運営ゲームです。 StudioGIWの『ZombieVital(ゾンビヴァイタル)~迷宮の経営者 Deluxe~』と同じゲームですが、こちらは英語版と日本語版が同梱されていて、起動時に毎回どちらで起動するか選択します。セーブデータは英語版・日本語版どちらでプレイしても共有されます。 基本的には、リソース管理ゲームです。 ただし、リソース管理ゲームと言っても、リソースを節約しながら進めていくようなものではなく、ダンジョンの構造やゾンビ・罠の設置場所などから全体の流れとしてリソースの需給バランスを調整していく方向になります。この辺りは押し入ってくる冒険者の質と量に応じて、何度も調整することになると思います。 ゾンビと罠は終盤になると大量に配置することになりますが、一度設置すればBONE/VELISが尽きるまで自動で再設置されるので、煩雑な操作は必要ありません。 ゲームの目的はSCORE(ダンジョンの知名度)とMonster-Force(ダンジョンに配置したモンスターの強さの合計)でゲーム内ランキングの1位になることとなっていますが、この辺りの数値はプレイしていれば自然と上がって行きますし、特に期限などもないので、ゲームオーバー(リソースが尽きると事実上のゲームオーバー)にならない範囲でかなり自由に遊べます。 冒険者接待プレイでも、兎に角殺しに行くプレイでも、リソースが尽きない限りは特に問題は起こらないと思います。 ダンジョンに来る冒険者が強くなってからでも、少し工夫すればLv1のslime(自力で攻撃ができるモンスターでは最弱で、当然耐久力も最低)がHARD Modeで普通に養殖できます。 しかし、運営が安定するまでは油断するとゲームオーバーになることもあるので、ゲームのバランス自体はいいんじゃないかと思います。[/td] [/tr] [/table]
这个公司的游戏大多非常魔性,画面通常不怎么样甚至根本没有什么可视元素(比如本作),但却拥有极高的游戏性。 游戏主要是在地下建立一个地牢(本想用诸如巨大深邃之类的形容词可这地牢确实不大),用你的zombie和陷阱干掉冒险者,一边收集他们的尸骨和灵魂建造更多的陷阱,一边通过设置强大的怪兽和宝物提高名声来吸引更加强大的英雄进入!!!当然名声高到一定程度后,各种强力职业组团进入地牢来刷你的时候,你就会感受到副本BOSS的心情了。PS:可以通过撤销设置的怪物和宝物来降低声望,这样后续进入地牢的就会是低级冒险者,然而已经在路上和已经进入地牢的英雄们,如果你实力不够的话就只能任他们在你的地牢里砸个痛快了。 游戏最大的特点就是怪兽的培育及合成,除了第十层用地热孵化的龙外,游戏一开始就可以用杀死冒险者获得的资源制造三种基础生物,然后将它们提升到一定级别后开始互相合成,最终可以获得各式各样的强力怪兽!不过要小心基础生物的能力也非常基础,面对一些厉害的职业,或者组团来的冒险者时很容易挂掉,如果不小心死掉的话哪你就失去这个前途不可限量的忠诚手下了。当然我们可以通过紧急撤销怪物来将其保护起来,又或者设置为最终BOSS或四大天王来获得有尝的自动复活。当然设置四大天王和最终BOSS会极大的提升声望,然后各种高级职业就会慕名而来了。 另外这游戏的字母成就比LYNE或者ZUP的帅多了! 最后我想说的就是,连迷宫经营者这么老的游戏都上STEAM了鬼神天武呢?StudioGIW 你啥时候把魔法王战记、至高师团、愚民化战略、畜民新世界还有最后人间这些也弄到STEAM上来啊!我要还债!!!我要买买买!!!
I saw this game compared to the football manager games, but it really does not work all that well. I also noticed a large number of reviews saying that there is just not enough content for the game. There are some interesting concepts availible here, but there is also a lack of variety in the basic dungeon design and populating scheme. The game is built around a 3 X 3 matrix for each floor, where each room automatically connects to any neighboring room. The 'heroes' flow into the dungeon in semi-random directions working their way down to the bottom or until they take enough damage that they want to go back out and try to work their way back to escape. There are 16 possible floors where each room starting at level 1 can have 2+(1 X floor level) at a max of 9 of zombie defenders as well as a single trap that also has a level based on floor level max 9. So on level 3 you can have 5 zombies per room as well as a single L3 trap. Additionally you can place hero items into rooms as well as a single monster defender. You have to make certain that your monster defenders do not die otherwise you loose them permanately, this causes a bunch of active micro-management where I pull out the near death monster and replace it with a monster that is healthy. The real goal here is to level up the monsters as high as possible and then mix the different monsters using a few different monster recipies. All this actually sounds pretty decent except that your room monster is your main damage dealer and your zombies are expensive blockers to protect your monsters. With the limited resource maximum a wave of powerful heroes can easily wipe out your resources while you are desperately trying to keep your high leveled, demon type units from getting wiped out. Early on with low levels of fame it is fairly manageable, but when your fame rises your monsters that you have leveled up to preprare to make stronger evoved monsters that can actually tank late game heroes, this really is all about micromangement. The lack of variety in the auto spawn meaning just weak zombies means that as you progress you are going to get overwhelmed. My most recent game I kept pulling back deeper and eliminating all the zombies and monsters that cost a significant amount to respawn each time they are killed and I have 3 populated rooms at this time. 1 is an evolved golom, while the other two are dragons. All three can tank and still do some damage to passing heroes. And I kill enough of them to make more than the zombies and traps cost me as well as the resurection. Anything else I put in just drains my resources for no real gain while being very hectic.
今のところ、ゾンビという名のお肉の壁を使いながら、攻めの遅滞戦術を行って、ドラゴンちゃんの卵を孵そうとB10目指して穴を掘っている状態です。 文字主体のゲームで、派手は装飾がない分、想像力と頭をつかって楽しむタイプのゲームです。育てゲーな所もあるのが日本発のゲームらしい。 (Paradoxのゲームでもそうですが)この手のゲームは、ある程度慣れてきたり、戦術が固まると、どうしてもGame SpeedをFASTでやってしまいます。 ただFASTで油断していると、突然 Samuraiが現れ、フロアごと「撫で切りぞ 根切りぞ」とばかりにKillしてくれるので注意してください。危うく虎の子Demonちゃんが死ぬところでした。 正直、人は選ぶゲームかと思いますが、ハマる人は、ハマると思います。私は好きですね。
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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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