
A card-based grinding dungeon crawler that only the bravest adventurers can survive! Will you go full warrior, sneaky thief or powerful mage?
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Languages: English**languages with full audio support
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[b]Lost in the Dungeon[/b] is a game that surprised me in a good way. And this happened because I wasn’t expecting a Slay the Spire successor, so I can understand why some people dislike this one. Don’t keep your expectations too high and you’re good to go. As you may have guessed by now, Lost in the Dungeon is another card game with some roguelite mechanics thrown in. The gameplay is built around grinding, so keep that in mind – you won’t beat an area until you level up enough, and that doesn’t mean that this game is impossible; it was designed to be this way. You will also need to plan carefully your next move, and there’s a lot of strategy in the tiny details that can go unnoticed if you don’t pay attention enough. The good news is that, after every wave of defeated enemies, the game asks if you want to stop and take the loot, or if you want to risk higher (and tougher) waves of monsters in exchange for better and rarer loot, if you manage to beat it. During your game sessions, you will delve different [i]mini dungeons[/i], each one with their own number of waves, exclusive enemies, conditions (poison-based, magic-based, and so on), and bosses. You have three classes to choose from (Warrior, Thief, Wizard), each one with their starting deck, and you can play with any kind of card you want as you progress– just buy cards from different decks than yours. This feature alone makes this game stand out when it comes to roguelite card games (although mixing elements is quite common in Trading Card Games and Collectible Card Games), since it gives the player total control of what kind of customized deck he/she wants to build. In addition, there are neutral cards that comes in the starting deck of every class, with potions, antidotes, etc; and exclusive overpowered cards that you earn by defeating bosses. The graphics of this game are marvelous, with a great art direction, and the soundtrack is really well made. I enjoy playing card games while I listen to my own playlist, but with this game I don’t have the desire to turn off the music. The rules of the game could be better explained by having an interactive tutorial – right now the rules are briefly explained with some static texts and images, and it fails to clarify about some things, like the fact that each attack is based on a dice roll, for instance. In the end, you will need to watch carefully what happens when you play to fully discover the rules, and that alone is a quite big flaw considering that the player needs to understand 100% of the rules if he/she wants to succeed. I’m hoping for this to change, because this game is quite unique, and a lack of a real tutorial and tooltips can turn off a lot of people. Overall, Lost in the Dungeon is a very nice entry in the recent wave of card games with some roguelite elements (although death isn't permanent), and, in my humble opinion, it is worth the full price, and on sale it’s a steal. If you enjoy card games, I think this one deserves to be in your library if you’re willing to learn it. [b]Pros:[/b] * Fresh take on the genre * Fun and strategic * Good for both short sessions and marathons * Awesome art and great soundtrack * Great value and content for the price * Steam Cloud support * High replayability [b]Cons:[/b] * Lack of tooltips * No real tutorial – [i]Edit 12/28/2018:[/i] The tutorial will be released soon
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As a fan of Monster Slayers and Slay the Spire, I had to try this dungeon crawler card game. Nothing to compare, this game is maybe a good time killer on your mobile, doesn't worth your time on your PC though, Way to simple.
I've played and enjoyed Monster Slayers, I've played and enjoy Slay the Spire. I thought, this might be up my alley. Wow.. this isn't a fun game at all. I would expect what I see here, as an Early Access game that hasn't been optimized, nor implemented feedback changes. I had to request a refund, simply because it wasn't going to get more enjoyable, and the whole thing is slow, and unintuitive. This game should of gone through several iterations before it ever went live, much less for sale.
If you enjoyed Monster Slayers, Dream Quest, Card Quest, or Slay the Spire, then this game is not for you. Yes, I know this game isn't Spire and doesn't try to be, but most games in this genre are going to be compared to Spire for the obvious reasons. The game suffers from a distinct lack of information about...anything, really. You've symbols representing different things on screens, but a lack of tooltips means you'll just have to make do without really knowing what's getting a bonus or not. Enemies don't telegraph what they're going to do. Some enemies may have different attacks they will RNG through, but there is no way to click or read about what an enemy COULD do. At all. You just have to encounter new enemies and wait and see what they and hope that you remember every enemy's possible actions. The game uses resources to play cards (Stamina/Energy and Mana) but you are locked to playing 1 card per turn which feels incredibly out of place and janky. This means, typically, you're going to take forced damage from enemies since very often you can't clear them all in one turn and you have no idea what they're going to do each turn. Damn shame, too. Because the art is fantastic and you can tell they put a lot of time in it. The overall feel and leaves much to be desired and don't expect any wide changes, as the problem with the 'feel' lies in the core game mechanic. There are, in my opinion, much better options out there. (Spire/Monster Slayers/Card Quest. Dream Quest sucks balls.) 20 minutes was all the time I needed to decide this game wasn't going to work for me. Bonus: Have a burner email account handy because they require one, for some reason.
So far I would say this game really might benefit from being put in the early access category. It just does not seem that it is fleshed out enough. You can tell some of what is going on but you still have to guess a lot about game mechanics. That said lets jump into the pros and cons and flesh out what I mean. Pros The character progression works well. The graphic stile is easy on the eyes and it’s not hard to pick out info on the cards. Devs are responsive. I find it to be fun. Cons The interface is still ruff. Things like no separate music and effect sound bars. The game lacks a lot of basic game info that I think todays gamers are used to. Popup or mouse over info popups with more in depth info. You cannot delete your character slots. They suggest starting a new account to get more but that is just silly and hopefully is only a workaround for now. Requires a 3rd Party account. It may be more of a 3$ game right now but it seems to me they are trying to resolve issue quickly. I have not finished it yet but I would guess given my current progress I will get 70 or 80 hours of play time before I win so not even considering its replayablilty I got my money’s worth. For now I will give it a thumbs up. As a side note slay the spire is fun but it also costs three-ish times as much so it’s not really a fair comparison.
Quite possibly the worst game design I have seen this year. There are several card-based dungeon crawlers out, and all of them are better than this game. When it advertises "grinding," it really means it: go have thirty lousy fights so you can get a pittance of xp and gold so you can have thirty more lousy fights so you can ... somewhere at the end of that progression may be something good, but why crawl through broken glass to find it? And even if the game gets better, it is never going to be good, because there will never be interesting decisions when your entire turn is playing one card from a hand of three. No interesting strategy, does not even lighten it with interesting randomness. Go play an idle game: it will be more interesting and honor your time better. This is included in the 2018 Yogcast Jingle Jam. It lowers the value of the Jingle Jam because people will try Lost in the Dungeon and make their lives worse.
[h1] Затерянные в подземелье [/h1] [i] Обычно легко хвалить то, что хвалят и ругать то, что ругают. Немного сложнее приходится когда надо дельно раскритиковать расхваленный продукт, но самым сложным я считаю попытку похвалить то, что незаслуженно обидели и недооценили. Именно этим я сегодня и попробую заняться. [/i] [code]Lost in the Dungeon - карточный баттлер от разработчика Eggon Srl. Игра появилась в Steam в марте 2018 года и на данный момент имеет всего 45 отзывов, лишь 65% из них - положительные. Чем интересно данное творение и почему в нее определенно СТОИТ сыграть всем любителям жанра - поговорим ниже. [/code] [u] [b] ИСТОРИЯ ОДНОГО ГЕРОЯ [/b] [/u] По сюжету нам предстоит примерить на себя роль неизвестного героя. Посреди ночи на лодке с чудаковатого вида провожатым мы прибываем на неизведанную землю. Наш протагонист мало что помнит, но по мере приключений определенные моменты будут всплывать в его памяти, постепенно выстраивая цепочку событий. История, прямо скажем, не самая сильная сторона данной игры, но не в этом ее основная прелесть. Вместе с тем хотелось бы отметить - весьма похвально, что инди-разработчик не забыл даже о такой, не самой существенной в подобных играх, детали. Ну а мы переходим к самому вкусному. [u] [b] ОСНОВЫ ГЕЙМПЛЕЯ [/b] [/u] Перед нами карточный баттлер с элементами roguelite. В самом начале игра услужливо предлагает нам выбрать класс нашего персонажа. На выбор предоставляются воин, разбойник или маг. Первый полагается на грубую силу и нанесение большого урона, второй специализируется на ядах и их усилении, а маг - типичный представитель стихийного цеха, с фаэрболами, ледяными глыбами и вечной нехваткой маны. Злые языки болтают, что легче всего начинать разбойником, однако, пройдя игру до конца, скажу, что это не принципиально, как и выбор класса в целом. Дело в том, что какое бы ремесло вы ни выбрали, набор умений и заклинаний у вас будет совершенно один и тот же. Никто не запрещает Вам освоить искусство метания огненных шаров за матерого воина, или мастерство ядов за того же мага, а выбор стези лишь откроет вам доступ к нескольким стартовым умениям в определенной специализации. У каждого класса по три ветки умений, в каждой - по четыре активных навыка или заклинания. За одно полноценное прохождение можно прокачать героя полностью в двух классах, или вовсе сделать эдакий гибрид из интересных Вам умений сразу всех трех веток. Помимо классовых навыков есть еще общие умения (будут открываться сами по мере прохождения), а также зелья для восстановления здоровья, маны, энергии и защиты от стихий прямо во время боя. В вашей колоде может быть не больше 20 карт, при этом не больше 5 одинаковых. В общем, поразмыслить будет над чем. Управившись с составлением, отправляемся на поиски приключений. [u] [b] БОЕВАЯ СИСТЕМА [/b] [/u] Боевая система в Lost in the Dungeon построена по принципу забегов. Каждый забег предполагает от 9 до 12 сражений, после чего Вас ждет встреча с уровневым боссом. Сражения происходят в карточном формате. На руках у вас одновременно находится три карты из Вашей колоды, которые Вы можете либо разыграть, либо сбросить, слегка увеличив себе параметр защиты от прямого урона. Напротив Вас - отряд из трех врагов разной степени противности. Колода здесь никогда не заканчивается - израсходовав все карты, вы моментально получаете стопку таких же. За ход можно сделать только одно действие. Карты воина и разбойника расходуют энергию, карты мага - ману, а зелья забирают у Вас кровно-заработанные барыши прямо во время боя. За каждую победу Вы получаете награду - как правило, предметы снаряжения, которые так или иначе будут усиливать разыгрываемые Вами карты. Лишнее и ненужное, естественно, всегда можно продать. Чем больше цепь побед - тем лучше и больше будет итоговый приз. Забрать приз можно только если Вы полностью завершаете рейд, либо в перерывах между сражениями. В случае проигрыша или побега с поля боя Вы попадаете в стартовую таверну, не получая ничего. Помимо ценного лута Ваш герой также будет расти в уровне, что даст Вам дополнительные очки на открытие новых умений и заклинаний. [u] [b] НЕ "SLAY THE SPIRE" [/b] [/u] Прежде чем сесть за данный отзыв, я на досуге пробежался по отрицательным рецензиям Steam, ибо был очень удивлен, увидев "смешанный" рейтинг игры. Что я увидел? Если коротко, то суть всех претензий можно свести к "Not Slay the Spire''. Да, действительно, Lost in the Dungeon не похожа на StS, и разработчики совершенно точно не черпали вдохновение из этого титана жанра. Хотя бы потому, что LitD вышла раньше. А вообще, знаете, так забавно иногда бывает почитать отрицательные отзывы некоторой публики на карточные баттлеры: с одного угла вопят - "хотел что-то типа Slay the Spire, а оно - не оно", с другого вторят - "ой, тупо калька Slay the Spire, не могут ничего придумать сами, дизлайк". Вот это я называю порочный круг безысходности. [u] [b] БУДЕТ СЛОЖНО [/b] [/u] Второй по популярности претензией к Lost in the Dungeon является недовольство высоким уровнем сложности игры. И это правда. Вы действительно при всем желании не проскочите LitD за час-два. Каждую локацию придется зачищать по несколько раз, чтобы не только добыть оттуда все полезное, но также достаточно прокачать своего героя, добавив в колоду больше полезного и вкусного, ибо разрыв в сложности между двумя соседними локациями будет значительным. Лично я не вижу в этом никаких минусов, но у казуалов, как обычно, знатно подгорело. [u] [b] СТОИТ ЛИ ИГРАТЬ? [/b] [/u] Полное прохождение Lost in the Dungeon заняло у меня 20 часов, хотя, конечно, если не гоняться за достижениями и изначально играть не в удовольствие, а только "на победу", можно уложиться и в меньшее время. У игры простоватая, но приятная рисовка, весьма годный и не приедающийся саундтрек, а также набор из 22 достижений в придачу, 20 из которых было успешно собрано, а вот на два последних (умереть в бою 25 и 100 раз) у меня тупо не хватило терпения. Ценник у LitD тоже весьма приятен, даже без скидки. Единственным реальным минусом я вижу отсутствие в игре нормального обучения и всплывающих подсказок по картам. Эффект некоторых умений реально понимаешь только тогда, когда оказался на поле боя и затестил, что не есть гуд. Но разобраться во всем вполне реально, даже не смотря на отсутствие русской локализации. [code] Ищете интересные игры, но боитесь выбрать то, что не понравится? Вступайте в [url=https://steamcommunity.com/groups/bythefireplace] Таверну "У камина" [/url] и подписывайтесь на [url=https://store.steampowered.com/curator/39473538/] страничку куратора. [/url] Выберем правильные игры вместе! [/code]
THIS GAME is so frustrating! I'm calling it the Dungeon Souls of card games. I've played for 4 flippin hours so far and I still can't get through the 1st dungeon. Very random unbalanced hard as heck game play. With that being said I'm recommending it and have to many of my friends. If you are up for a challenge then it's worth every penny. You can hear me griping about the game here but yet I kept on keeping on. This was last night and I pulled it up again today. https://youtu.be/vjvc20see38 Update on 25th of March and almost 3 more hours I got through the first dungeon. It took getting an emulat that didn't allow poison to pass it. Now I'm hoping that I'm stronger for the next and I'll update you once I get past that. This game is so rewarding once you get past. I mean 7 hours to get through the 1st was annoying but fun and I kept on keeping on. Second dugeon just as challenging. You will put time into this game for sure if you enjoy the actualy play as much as I do. Really makes you think!
I had to grind to level 5 to beat the 1st dungeon (spider queen) I had to grind to level 14 to beat the 2nd dungeon If you dont like card games and grinding stay away!!!! This game is very frustrating and uses all the bad game design 'tisms to extend game time: Everything takes alot of gold to buy, theres fees to travel to the dungeons, you even pay to use the potions in your deck...
I have 9hrs down, passed the two first levels. Got the game in Jingle Jam bundle. As many others have already pointed out, this feels like a early access game. Art is... ok? But does not feel polished, somethings feel like place holders. (For example creepers in the Druid forest have the same art as their and Ents attack...) I cannot recommend this game as it is, however this game has promising things. Small polishing and I can see this game rivaling other card games of similar style. This might change if new updates change things, I hope things do as this really feels like a game that could be really really good. At the moment I would rate it 4/10. Lets talk about the UI and options: Feels like a mobile game based on the UI. Not necessarily a bad thing but the menus, instructions and such are so unintuitive to use with mouse that it makes the navigation more tedious that it should be. It feels silly that you have to navigate to a random poster on the wall to read what each icon means, when you could just have tooltip show up when you hover over a card and in the menu have option to turn the tooltips off if needed. There is no clear options menu where you could adjust the volume of the game, you can only turn off the sounds AFTER THE FREAKING TUTORIAL... During the tutorial you have listen to blaring music and sounds... Yes, you could go to Windows volume mixer but this slider should be in options. Inventory management and deck building is a pain as you have to keep navigating between multiple pages, click click and click to get things confirmed and done. Decklist would help understand the card generation a bit more. Gameplay: Card mechanics are not simple to understand. Reading the wallposter in the inn does not exactly help. I dont still understand why some attacks bypass my armor while others are stopped by it. Feels like the mana/stam generation is random at the end of a match, seems rather stable during a match. Kicking the enemies ass feels rewarding but getting really, really, really bad rng is frustrating. Enemies seem to attack randomly, there is no clear pattern to their attacks. So you could get on turn of all 4 enemies lowering your armor to -20 and then next turn they all spam you will 5-8 dmg attacks with high rolls so you get wiped out during the first turn. Class selection in the beginning feels meaningless, it dont matter which "class" you select as you still have access to other class cards. Yes you get first cards automatically from one class but you dont need to level that class any further, you can branch out straight away to other classes. Why not instead of classes give the players X amount of skillpoints to unlock cards from a list and build their own deck from the beginning?
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