
Hyper Dungeon Crawler is a turn-based roguelike RPG with crafting. Collect materials and craft your unique tools, weapons, magic spells and other supplements and fight your way through a series of procedurally generated scenes.
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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, Simplified Chinese
Reviews
This is the groundwork for a really nice little game, and I did quite enjoy it for what it was, which is why I give this a positive review, but it is rather rough around the edges. Some things that would need to be ironed out before I can really recommend it: - The inventory limitations are quite frustrating without adding much depth to the game itself, and with a full inventory you can't even dig through walls properly which makes this extra infuriating. The many different foodstuffs especially seem to be just designed to clog up your inventory. - Permanent stat upgrade potions are super overpowered. The best strategy is to hoard all slime and all treefruit and use them for nothing else but permanent stat potions, and soon you can just punch bosses to death with your bare hands without even getting worried about your own health. The bonuses that weapons give you just pale in comparison. - Spells are extremely underpowered and only good for selling (but you can't really use gold to buy that much good stuff anyway). - Since you need all those apples and acorns for the overpowered stat increases, the best strategy is to completely empty the early maps of all tree produce you can find, and it's incredibly boring. Maybe the resources should clump up a little more. As it stands, this game is mostly about balancing one's boredom versus one's completionism, which is a shame, since the actual combat is quite enjoyable. - The gameplay between different runs doesn't change much at all. There's not much RNG relevant enough to change playstyle, so the same strategy works the same in every run. - Why do the downstairs dungeons even have locked doors if you can just dig through the walls to save your keys?
クラフト+古典ローグライク マインクラフトのクラフトとローグライクをあわせたゲーム 冒険してレシピと素材を集めて装備とステータスを強化して更に先をめざしていく。このサイクルがバランス含めかなり面白いと感じたっぽい。(というのも言語化すると以下に挙げるような欠点が多く出てきてしまったから。) このゲームの欠点は ・UIと操作が独特かつ古のもので使いづらくはないがなれるまで難しい. ・インベントリが少々狭く感じる.でもこれくらいのほうがアイテム管理の要素があって面白いかも. ・釣り稼ぎがあまりにも強い.このゲームの釣りはランダムで敵やアイテムが釣れるがこのアイテムの中に釣り餌となるアイテムが2種類(釣り餌とその素材であるポテト)あり釣りで稼いでる間に釣りに必要なアイテムが出るのでループしてしまう.一応敵が出るとかなりつよいのだがこれがキャンプでできてしまい,ここでは敵は出ないのでほぼ無限に強化と金策ができてしまう.一応キャンプでの釣りは弱いアイテムばかり出るのだがそれでもリソースが増え続けてしまう. ・ゲームパッドで操作していても操作説明はキーボードのものが出るため分かりづらいしそもそもパッドの操作性があまり良くない. ・キーバインドがない,マウスにもう少し割り振れたら操作が楽で面白そうだが割り振り機能がない. 欠点ばかり書いてしまったけどやっているとやめ時を失う面白いゲームで値段も安い.クラフト要素とローグライクどちらも好きな人におすすめ.片方だけの人には欠点のほうが目立ってしまうかも.
You need to get and play this game. It has far more depth and value than the price. I found this game by absolute accident. I was looking for a BASIC dialect for a game jam. I found BASIC8, also by the author. It was on extreme sale, so it was an impulse buy. And then I looked at other things by the author, because all of his stuff was on sale and cheap. I instantly recognized the tile set. I use the same one for game jam games. I think that this will become my off-day streaming game. I also considered the Bitty engine (used to make this very game), but as I want to write stuff in BASIC, and I have other engines that already use Lua, I'm good for now.
Some neat ideas but the gameplay loop is awful. Mindlessly knock down trees to farm the same items over and over again to slowly stat grind. Combat is mindless, maps are boring, graphics are ugly, Just play Alchemic Dungeon or something
I’m digging this game so far, especially for the price. It’s basically exactly as described in “about this game”. There doesn’t seem to be any kind of character leveling or skill tree which isn’t necessarily a dealbreaker but either / both of those would make the game more compelling.
Fun little game. Fairly challenging. My only gripe is that some stuff isn't explained. I see things that I feel like I should be able to interact with but I can't.
simplistic and boring. Run around and do barely anything for what? I couldnt find a reason to play. There wasnt a leveling system either.
麻雀虽小,五脏俱全,这游戏简直可以被称之超低配版饥荒。 只有几十M的像素风小游戏,纯俯视视角,着重于探索和生存。 制作,解锁制造配方,撸树挖矿造装备,近战武器,远程武器,钓鱼,做菜,制造炸弹,装备附魔,制作回复药水甚至是永久属性增长的药水。。。 除了没有工作台这玩意,应该说该有的生存、建造元素都有了。 做了创新的部分是在行走上,地图由无数个小正方形组成,玩家每次行动的步数为固定值,玩家每回合只能行动1次。同时大部分怪物是会移动的,他们的移动也遵循一回合移动1次的原则。当然,攻击也等于一回合。 怪物ai做的挺好,怪物的设计也很符合各种生物的习性。有个警觉功能,未警觉时怪物可能会随机移动或者固定不动,一旦玩家处于其视野范围内则进入警觉状态,这时会走习性流程,若习性是逃跑则朝往玩家前进的反方向逃跑,若习性是战斗则是追击玩家。追击目测是没有设置最大距离的,反正就是要追到海角天涯,他逃他追,他插翅难飞。怪物的步数似乎大多比玩家长,所以导致逃跑变成负收益,毕竟你跑路只能跑路,怪除了跑还能摸你一下。(当然,怪物的难度也很低就是,不过一群怪围殴你,还是要被毒打的,毕竟你只有一回合,敌人相当于有N回合。) 如果说怪物ai只是改了行动逻辑,那么炸弹史莱姆这种生物则是从攻击方式层面进行改变。一旦进入警戒范围,它就会在下一回合自爆,这时候不赶紧run就准备白给吧。 接下来就来说说缺陷,先从最关键的核心玩法来说吧。 由于地图是随机生成的,那游戏的目标是尽可能走更远。但是在玩的过程中,并没有感觉到走更远有拓展什么内容,换汤不换药。苹果树、橡树、香蕉树、葡萄树之间除了都能砍伐、都能掉食物之外有什么区别吗?苹果吃了+10点血。橡果吃了+15点血,其实也没有很大的区别,就是名字不一样。 像素风做探索是硬伤,而且这像素还很抽象,就画几个图标重复使用。重复的大片树、重复的几种石头,走50步是很多树和石头,走100步是很多另一种非常相似的树和另一种石头,没玩一会就会感觉视觉疲劳。一般为了弥补地图重复带来的枯燥感,设计者会有意加入一定程度的随机事件,然鹅不知道这游戏为什么没加。 大片树林在我看来完全没必要,既挡路又浪费资源,完全可以做成零散的点状分布。开局给个指南针,跟着方向走有时候遇到一大片树林,不砍出一条路还走不了。于是就开始肝起来了,鼠标点树点到越来越烦躁。然后吧,大片树林还不是纯种树林,都是什么苹果、橡树混在一起的,有时候想砍里面的某种树必须把外面的树砍掉。点状分布,每个物种单独一组,可以多放几组,反正出现概率都可以调。 交互事件上,也是有点毒。木斧头点1次是一颗树,手撸要点5次。木镐子要点3下还是5下忘了,挖石头挖煤矿好像都是一样的次数。就是说斧头和镐子的功效差距是不是大了一点? 物品的掉落方式,是出现在主角周围的空地上,然后你再过去捡起来,进入背包的流程。问题出在哪里,在大片树林,如果同时砍两三棵树,后面的物品可能就掉在对面了,然后你还得把碍事的树砍出一条路才能捡到掉对面的东西。假如面前刚好是一条河,则有可能要绕很远的路才能捡到。 装备系统个人感觉是没必要硬抄。手持装备只能装备一件这种规则,很明显不适合这个游戏,tm石头和树木混在一起,挖一个石头砍一棵树,频繁换装备真的很傻逼,玩起来是真的非常非常非常坐牢。然后剑和盾不能同时装备,喜欢攻击和喜欢防御的玩家都沉默了。加上前面说的跑路负收益,那手持盾的意义何在?就为了加点几乎没有的防御?附魔那块没了解,就算是想通过附魔词条给装备加其他属性,也没必要弄剑盾不能同时装备的设定。。。除非你的词条真的给的太多了。 节奏方面,可以说是几乎没有。 这个游戏就像一个接近赤身裸体的人类,在初进游戏时就能窥探到大部分面积,什么制造、钓鱼、做菜、附魔、做药水等等。系统是无限接近一览无余,自然也没有随着进度推进发现新系统新玩法的满足感。最简单的,加个角色升级系统,到达XX级解锁什么系统,虽然简单粗暴但好用,有那种犹抱琵琶半遮面的感觉。系统功能都够,内容还是属于欠缺,一百多种材料真没什么好吹的,功效一样做一千种材料其实和一百种没差别。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
I'm a huge rogue/rogue like fan, so fits into my collection really well. Fun little game based on a brief play session. Need to spend more time to figure more things out.
Well, it's interesting to see what else can be done with this... Legend of Pomodoro engine :)
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