
Hashtag Dungeon is a dungeon crawler with roguelike elements that uses Twitter as its method of dungeon generation! Create dungeons yourself using our built-in dungeon editor and tweet your levels to the world, or venture through levels created by other players.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
A great little game with huge potential. This retro-style dungeon crawler uses twitter as a medium to create and share game levels. I personally belive this game has a huge amount of playablitly although it can become a little bit grindey whilst you\'re saving for a new character. Pros .Great sound track and art .endless .innovative Cons . requires twitter . can become a grind fest
This is a fun game that uses twitter to make levels and full dungeons. I've had a lot of fun with it and it has gotten better and better with each new release. Nice pixel perfect graphics and excellent sound. If you like dungeon crawlers and showing off good scores, this is the game for you. It's also fun just playing the player made levels.
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Modeled estimate over time.
Hours played at review time, across 32 reviews with recorded playtime.
really cool game for any fans of binding of isaac, with some added extras like creating your own dungeons and horde mode with daily leaderboards
Love the game. You can make some really interesting rooms if you use the game's mechanics to your advantage. Random dungeon generator is surprisingly addictive, as is horde mode. Plays like binding of isaac with a different art style. Music is great too.
The user-made level feel pretty good, but the base of the game itself is off by a lot, movement and shooting.
[b]Hashtag Dungeon[/b] is completely unplayable! It depends on online levels that cannot be accessed. No other modes in the game work. It looks like the developers haven't visited the forums actively since 2017 so I'm not sure if they'll get around to fixing this.
An uninspired roguelike where you'll spend more time trying to kill enemies than having fun. It's quite a grind in the beginning, and unlocking classes is the worst idea because they are way worse than the base one. Especially since you get 3 character choices when starting, you'll have to quit the menu multiple times only to get the class you want.
Interesting concept poorly done. A Twitter account is required to create a dungeon. There is no way around this; you can still play other users dungeons. For a roguelike the item variety is about 5, and items are super scarce; you might play a large dungeon and never see a single item in the run. Whenever you finish or die in a run you keep the collected gold that is used for the shop, where you buy stat upgrades or unlock classes. Like most people you might wanna save up first to unlock the classes. Just buy the Ninja. DO NOT buy the Paladin or Hunter; they might be good later when you beef up your stats, at the start they are horrible. The gold progression of the game is tedious and slow as a freemiun cellphone game. There is no reason to use any other class than the Ninja. As a game where you need to pick up gold to progress, The Ninja has the highest DPS and movespeed of all the classes, Whenever gold drops it lasts about 2 seconds on screen and dissappears, there is no slight magnet towards the player, so you have about 2 seconds to touche a little dot on the screen with slippery controls that feel like ice all the time. The game might be good at some point, but as it stands now, just get it on a sale for like 1$
I've only had this game for a short time, bit I'm enjoying it immensely! It's fun!! Responsive controls, fun premise and play, and good homage to other rogue-like titles makes Hashtag Dungeons work wonderfully well. You have LOTS of choices for difficulty, easy access to levels made by other players, and the tie-in to Twitter is more enhancement than annoyance...as it seems some folks may be a bit wary of that. I wanted to offer input early on, this being a new game at the time of this review...so even with little playing time in, it is an easy call to give Hashtag Dungeon a thumbs up...and with MANY games in my personal collection it's pretty easy to predict that this here game is a winner. So....great fun and astounding potential for re-playability adds to a game that is great for short runs or long ones and honors the procedurally generating rogue-like dungeon crawler genre while offering a fresh take by utilizing social media to enhance ever-new levels. Enthusiastic thimbs up from me!!
It is not often that I return to a review to change my opinion on a game. Hashtag Dungeon has done that for me though, my original review contained some complaints about issues I had encountered that caused my first hour and a half of gameplay to be less than pleasing. Interestingly the developers fixed not only those, but a few minor complaints I had as well. And they did it in a couple of days. Taking cues from the Binding of Isaac, Hashtag Dungeon gives you a series of randomish dungeons and abilities that let each play through have a different feel. It also provides you with a system for slowly increasing the power of your avatar as you play through each session. Then there is the core draw of the game, the player made maps. The biggest problem with that is the use of social media. I understand the intent of the gimmick, I just refuse to use Redigg, Twitbook, Facespace, or Myterdit... Or whatever else the world comes up with to try and track and shape my behaviour. So, without a Twitter account you cannot make the maps, unforunate. But you can still access others' without any trouble. You can also rate them positively or negatively so future players will know which to avoid and which are popular. Overall the graphics are not as vividly distinct as the Binding of Isaac, using a pseudo-retro look instead of the drawn feel of the Binding of Isaac. This will occasionally leave you unable to see money when it drops into shadows or onto the yellow floor of a Hive room. Lighting is somewhat more round than what one would expect from a pixelated game, but it never becomes a problem. The look is relatively consistent in its presentation and never feels like something does not really belong. A good change of pace from the somewhat septic feel of the Binding of Isaac that fans of the game will no doubt want to pick up.
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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