
Heroes of Fortunia is an online multiplayer hack ‘n slash game, in which players strive to create their own dungeons, filled with monsters & traps, while at the same time attacking other players’ dungeons in an attempt to beat them.
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
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First of all, a quick note for new players: Right now, it seems initially as though you can only use the handful of monsters you get at the start and no traps. THIS IS NOT THE CASE! The game seems to many new players (including myself at the start) to be currently lacking in content because, quite uncharacteristically for free-to-play games, the shop is hidden. You need to click on 'Treasury' first to be able to access it and then you'll notice you actually start the game with 10.000 gold, enough to buy 10 chests which provide a ton of really interesting traps and creatures to populate your dungeon with. Once you do so, the game lets you build your own dungeon, as difficult as you like but with one caveat: before you can have other players try to complete it, you need to complete it yourself first! It's a quite unique and really interesting balancing concept that has a lot of potential and requires a combination of creativity and originality in dungeon design, and good skills use and mechanics to be successful. Being in early beta the game works surprisingly well although it is still missing a number of key features, most notably: - The ability to save a dungeon layout you've published and reload it at a later time. Right now you can only revert all changes back to your previous published dungeon but once you publish a new one, there's no way to go back to an earlier layout other than try to recall what it looked like and rebuild it. - A tutorial. It's quite normal for this to be implemented at a later time but especially with the somewhat unclear UI, it is needed. - Leaderboards. Given there's a grayed out button for this already, it's obviously in the works. Additionally, the game could honestly do with a less generic name to help it stand out more. 'Dungeons of Fortunia' would already be a lot better as games with 'Heroes' in the title are literally everywhere and this game is a lot more about the dungeons than it is about the heroes anyway. All in all however, this game, once you get into it, is already highly enjoyable, extremely playable for its current development state and has more strategic depth than 98% of the free-to-play games out there. A definite recommend.
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Hours played at review time, across 47 reviews with recorded playtime.
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tl;dr--Think TMQEL but in its infancy; definitely a game worth playing if you are a fan of the genre. Support it, watch it grow. This game has roots in TMQEL and other similar games in the genre, and for many of us that is a good thing. The defense aspect is definitely there, with replays and the ability to watch your defense in real-time as it faces off against adventurers. Defend-your-home-from-invaders aka "pet dungeon" type games have always had a small albeit dedicated fan base, and I am confident that development is going to be sticking by this game--I already know that I will too. Pros: [list] [*]Defense planning: like TMQEL, setting up a good defense is a challenging and very rewarding endeavor [*]Updates: HoF is growing, and at an amazing pace. Within just a couple weeks development has added a lot of new content and have much more coming. [*]Monetization: everything can be purchased with in-game currency, with pay options being to build an inventory faster. Unlike TMQEL, you don't have to pay to unlock "premium" items, and the loot tables for chests are generous with rarity (as they should be given the time it can take to purchase a single chest with gold). Very well done. [*]Relatively bug free: as a professional tester, I can attest to the game being relatively clean of bugs. There are a few here minor bugs here and there, but even though I haven't set down to break the game I can tell you that it isn't the standard bug-ridden EA. [/list] Cons: [list] [*]UI isn't always intuitive: even though building a defense is more than half of the game, the UI isn't quite up to speed yet. The functionality is all there, sure, but it can be unnecessarily difficult to fine tune your defense. [*]Lack of customization in heroes: there currently aren't any plans for hero customization so you have will have no control over the different stats, abilities, or gear of your character. To offset this, however, there will be many heroes to choose from. This is currently a mixed bag though given that there are only three playable classes right now. [*]Lack of additional objectives: Fans of TMQEL are familiar with hiding mines, but in HoF the only objective is to reach the enemy gate after losing agro. HoF uses TMQEL's room system and layouts but doesn't give a reason yet for players to make use of all of the space they've been given. Yet.[/list]
Cannot recommend. Good idea tho. It doesnt matter how good you play. At the moment of this review i'm #13 in the leaderboards, cant go past that because two reasons: First, there is an strategy that is repeated and its bugged out so the dungeon is 1 second "long" but actually you need more than 10 minutes to kill the summoner and the bazillion spirits that appear. It's a cheat, a bug, or whatever you wanna call it. And top 2 guys use that same dungeon. Its THE SAME: all enemies in the same position, traps, everything. Second, It's ridiculous how it is possible to put every enemy in the last chamber. I mean, the dragon boss (which can alone kill you) and ALSO its allowed to put the 100 enemies that should be distributed over the dungeon in the SAME PLACE along with TRAPS. Its obvious that you are going to die, not because you lack skill or you cant git gud, i tell you, im a souls player and theres literally no square meter without enemies or traps that explode and kill you in 1 second. Oh and as a bonus, some guys somehow made the pathways impossible to pass, so there is no way to actually get to the final chamber. If you wanna know, its placing 2 of the fire spit walls one a bit further than the other and voila!-get up to 600 points. Sorry devs!
This game is very similar to an older game called The Mighty Quest for Epic Loot by Ubisoft. However, it is without the loot part. The game is basically 2 games in one. There is the Dungeon Master portion where you design a dungeon with rooms / traps / minions and yes even bosses (unfortunately only 1 exists currently) and an RPG part where you go into other people's dungeons and try to defeat them using one of three heroes (only two are available at the time of this review, a Knight and an Archer, with the Wizard still being under development). The micro-transaction in this game is needed to get more units via loot boxes with the traditional rarities system (while there is a crafting system using in-game currency, I don't believe you can craft unit that you don't already own). The game is very well designed with little bugs here and there with a very active development team. Although the game is very satisfying from the dungeon master POV, I believe the RPG elements are a bit lackluster. You cannot customize your hero in anyway nor can you increase his power. I truly believe that the game could use a progression system for the heroes to make it more interesting. In conclusion, I believe that this game has so much untapped potential and hopefully with an active development team this game can reach levels that The Might Quest for Epic Loot couldn't!
Game has a lot of potential, and gives me severe nostalgia from "The Mighty Quest for Epic Loot". I don't care how long it takes for the updates to come out, just keep pushing with this game and great things will come out of this.
Loot boxes are part of the core gameplay loop, pretty much all progression is tied to them. You can also buy the chests with real money so that adds a pay to win element to the game, sure you can earn them for free but at around 20 wins per chest and RNG, you'll be grinding those out for a long, long time.
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As a fan of the old Mighty Quest for Epic Loot, I really wanted to like this game. Unfortunately I felt like the entire game was trying to keep me out. Progression for the game relies entirely on loot boxes which either require a painstaking grind unless you shell out cash for more which is a very poor practice. You only get a very meager 10 boxes to start with. My biggest issue with the game might not be so bad if it had more players though. Grinding for more loot boxes may not be as painful if I didn't have to wade through the same few player's dungeons. Players that had much more experience with the system, and way more items in their dungeon. A lot of these aren't even that fun to play I've felt. One was just a slog down a trap filled corridor you're pushed along. Another was just a huge hodgepodge of finding the right route through tiny gaps. One was simply a long corridor, ending in a single trap, then a huge room stuffed with a boss and as many minions as they could fit. It's player-made content, making challenges for each other to go through is the point of the game and what I was interested in. However, the complete freedom you are given, only tempered by how much you grind, or money you spend. The ways you can fit items together pushes players to making dungeons that really aren't all that fun to play. As of right now, I don't see this game going anywhere but down. The way the dungeons are being designed pushes new players away. If they're not designed that way they're too easy. It makes an already niche genre even more difficult to draw interest. Paid loot box progression feels pretty scummy when you're put up against such dungeons.
[u][b] Sadly Abandonware [/b][/u] The game concept had huge potential (PvP "Dungeon Builder Looter Shooter"), but the Indie Devs were not able to make the game fun and rewarding enough for a wide audience of players. The community-run Discord server can still be found here: https://discord.gg/bwdT2S5
I really like the premise but I cant recommend this game, why? Beacuse the developers said they wont be finishing this game
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