
In Dungeon is a 2D platformer hardcore made with pixel art. The main character, Allan Callahan, is trying to escape of the dungeon by facing different challenges and looking for other treasure hunters. Can you help him escape the dungeon before his fate is sealed?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Хардкорный платформер для любителей классического геймплея. Бегаем, прыгаем, собираем монеты и улучшения, убиваем врагов, покупаем новое оружие в магазине. Кнутом можно бить бесконечно, а вот стрелы заканчиваются. Врагов много, но больше всего достают шипы. Они повсюду. Как ни старайся, но все равно их зацепишь. Хоть игра в раннем доступе, багов я не заметил. Проходить тяжело, но реально. Можно выбрать уровень сложности. Типичный олдскульный платформер для любителей жанра. Пока игра в раннем доступе, можно приобрести по привлекательно низкой цене.
[b][quote][url=https://en.wikipedia.org/wiki/Asset_flip]Warning: Asset Flip![/url][/quote][/b] In Dungeon is a Digital Homicide style asset flip, or what Valve calls a "Fake Game". The "developer" paid for/pirated a few Unity asset store packs, dumped them all in a blender, and submitted it to Valve as if they're real game developers. It's important to also note the "developers" here didn't credit any of the artists and real, actual game developers who created the assets here, so this is plagiarism, as well as cash grab shovelware. In Dungeon is yet another of literally thousands of 2D retro pixel platformers infesting Steam and lowering the average quality of all video games everywhere. While Unity is certainly the beloved poster child for all Russian asset flippers, the culprit here managed to instead steal assets from [url=https://gameartpartners.com/downloads/super-pixel-platformer-set/]the Super Pixel Platformer Set[/url] by real developer, Foxfin, and some others, then slapped them all onto a basic GameMaker Studio platformer template... no genuine game development has taken place here, this is clearly an asset flip and a cash grab. Taking this shovelware seriously as if it was a genuine attempt to make a game, it doesn't meet basic minimum requirements that most PC gamers expect as standard. There's no options to change the resolution for the game or customise the graphics settings. There's no way for gamers to ensure this is running at the native resolution of their displays... there's no guarantee this game will look right on any PC as a result of this hamfisted design decision. There's no way for gamers to try improve the low quality graphics. The game features extremely lazy, minimalist "art", of the type you normally expect to see in low effort Flash/browser games and mobile apps. Considering this is being evaluated as a PC game, having the graphics phoned in like this isn't going to result in a high quality, visually impressive game that PC gamers are used to seeing. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. The game is likely to crash if you alt+tab, this is typically caused by lack of testing and amateurish/inexperienced/incompetent use of GMS. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 4 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from (over 9,000 completely free titles), the overwhelming lack of interest in this low quality game is to be expected. The game contains stock/store assets and other packages, but the "developer" here hasn't credited the people like Foxfin who actually did the work for the game. While this isn't necessarily against the license for the use of those assets, claiming the work of others as your own is highly unethical. Gamers should be made aware when a developer behaves unethically, as buying games from unethical developers puts the gamers money at risk. In Dungeon is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, and the questionable ethical nature of the developer and/or their associates (as outlined above), this is impossible to recommend.
J'ai trouvé ce jeu sympa au début, mais je sais pas pourquoi, parce qu'en fait, quand je m'emmerde je joue, sauf que là c'est en jouant que je m'emmerde...
Pretty good tough retro-platformer similar to Rick Dangerous games from the past. Very nice pixelart and retro sound. There's a scanlines effect that should be obligatory in every pixelart game that emulates low resolution of late 80's and early 90's machines. Very nice touch. +1 for controller support that should be obligatory too. The game is prefectly playable but as difficult as the games used to be in early 90's, so keep it in mind. The price is weirdly low for a well made game.
In Dungeon, developed and published by Balder Game Studio, is a retro-inspired 2D platformer that builds its entire identity around challenge, precision, and repetition. It places players in the role of Allan Callahan, a treasure hunter venturing into a dangerous dungeon to uncover what happened to those who came before him. While this premise provides a basic narrative framework, the game quickly makes it clear that storytelling is secondary. The real focus lies in navigating a gauntlet of traps, hazards, and enemies where success depends almost entirely on execution and persistence. The gameplay revolves around tightly designed platforming sections that demand careful timing and control. Movement is simple—jumping, attacking, and traversing narrow paths—but the difficulty comes from how these elements are combined. Each level is structured to test reflexes and patience, often requiring multiple attempts before a successful run. The game embraces a trial-and-error approach, where failure is expected and improvement comes from memorizing patterns and refining timing. For players who enjoy mastering difficult sequences, this creates a sense of accomplishment, but for others, it can quickly become frustrating. One of the more notable aspects of the game is its use of difficulty modifiers. In addition to standard settings, players can introduce additional challenges such as stricter time limits or environmental penalties, allowing for a more customized experience. This system adds flexibility, giving players the option to tailor the level of difficulty to their preferences. However, even without these modifiers, the game is already quite demanding, and the added challenges are clearly aimed at those seeking an even greater test of skill. Progression elements such as collecting coins, discovering hidden areas, and purchasing upgrades provide some variation, but they remain secondary to the core platforming experience. These features offer small incentives to explore and experiment, yet they do not significantly alter how the game is played. The emphasis remains firmly on navigating each level successfully, with upgrades serving more as minor enhancements than transformative tools. Visually, In Dungeon adopts a straightforward pixel art style that reflects its retro influences. The design prioritizes clarity over detail, ensuring that platforms, hazards, and enemies are easy to identify during gameplay. While the visuals are not particularly striking, they are functional and consistent with the game’s overall design philosophy. The simplicity works in its favor, especially during more demanding sections where readability is crucial. The pacing of the game is steady but repetitive by design. Each level introduces new combinations of familiar elements, but the overall structure remains largely unchanged. This repetition is integral to the experience, reinforcing the focus on skill and mastery. However, it also limits variety, as there are few surprises or significant shifts in gameplay to break up the rhythm. Players who thrive on repetition and incremental improvement may find this engaging, while others may feel that the experience lacks diversity. Narratively, the game offers little beyond its initial setup. The story serves primarily as context for the player’s journey, with minimal development or exploration of its themes. This absence of narrative depth reinforces the game’s focus on mechanics, but it also means there is little to engage players beyond the challenge itself. Ultimately, In Dungeon is a focused and uncompromising platformer that delivers exactly what it promises: a demanding, skill-based experience centered on precision and perseverance. It does not attempt to broaden its appeal with complex systems or deep storytelling, instead committing fully to its core design. For players who enjoy challenging platformers and are willing to embrace repetition, it offers a satisfying test of ability. For others, its narrow focus and unforgiving nature may limit its appeal. Rating: 6/10
[h2]It's Alright[/h2] [i]In Dungeon[/i] is a retro platformer, where, you guessed it, you're in a dungeon. Your goal is to collect all the coins in a stage to progress to the next level. Each level has additional goals to complete, like finding an emerald figurine and red jewel which are hidden in each stage, as well as killing all enemies, opening all chests, freeing all prisoners and finding all green coins. Depending on how many of these tasks you complete, you'll be given a 1-3 star rating. There's also a bunch of powerups. You have the double jump, the ghost powerup, roll, jump and grab powerups, which all help with finding secrets and completing each level. You also start with a bow, with limited ammo, but can collect other ranged weapons like fireballs or bombs. There are also additional gamemodes, like a timed mode, a mode where spikes instantly kill you, and a mode where you have limited vision, to name a few. The game can be quite challenging and precise, especially if you're going for hitless on all the levels. It definitely gave me a hard time in the later levels, but it's definitely do-able with enough practice. I do wish that there wasn't so much achievement spam, but that's just a nitpick of mine. The slimes' AI could also be less unpredictable, but other than that, I don't really have much to complain about. Overall, it's pretty fun. Not anything groundbreaking, but good enough to stand on its own, and it's relatively cheap too!
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