
Travel through dark dungeons, defeat dangerous creatures, and collect unique loot in this hardcore, endless traditional roguelike.
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Languages: English
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[h3]OUTLOOK:[/h3] [table] [tr] [td] [h3][strike]TRAINWRECK | SUBPAR[/strike] | [b]ON THE FENCE[/b] | [strike]PROMISING | IMPRESSIVE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]IMPRESSIONS:[/b][/th] [/tr] [tr] [td] Once upon a Dungeon - Infinity is a small scale indie RPG with gameplay that is fun & fast-paced. Dungeon crawling is already involving, though a few more additions would make it totally authentic. Combat is quite tactical due to the depth of mechanics. The loot system is comprehensive & contains some unique items. The openness of class building allows some multi-roling. Budget audiovisuals generate a cosy atmosphere. While its turn-based nature ensures a staccato type of experience. Structured level design & procedurally generated content give it a framework that is built for repeat play, yet balances scaling & dynamicity. Needs a lot of balancing, some bug-fixing & the UI requires a good dose of QoL. An excellent prospect despite some teething problems, but as there is still a lot to do, it has a borderline [b]ON THE FENCE[/b] rating. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Its playable, near to leaving Early Access, but needs more time in the oven [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]Fans of simple, turn-based RPGs, with somewhat deep tactical gameplay, a fixed format, but changing content [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]Well priced given the content. Will increase after leaving Early Access [/td] [/tr] [/table] [quote=]Key provided by the developer through my curator [url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/][b]THE IRREGULAR GAMER[/b] [/url] | Click to follow & get updates[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3653150005 [h3]HIGHLIGHTS:[/h3] 🟡 GAMELOOP comes with no baggage. Explore dungeon. Discover loot. Kill enemies. Gain XP & level character. Nurse allies along. Find & to get into the boss room. Kill the boss to open the exit. Use portal to return to camp. Upgrade equipment, stock up at traders or store valuables in your stash. Rinse & repeat. 🟡 DUNGEON CRAWL is already legit with many enemy groups to slay on the route to victory. Varied exit objectives & tons of loot make exploration attractive. There is a slight over-reliance on the set of core mechanics. A few more focused purely on the environment would make the experience more authentic. More dedicated spawn points like the spider-web is needed. Concealed traps that require skills to spot & disarm. Locked regular doors that require a skill, spell or strength to open. 🟡 COMBAT is fun due to the combination of class abilities, magic & inventory. Together providing extensive tactical possibilities for melee, ranged & magic attack types. Customisable allies allow the player can choose to take a back seat & coordinate encounters. Though cramped corridors make it as much of a hassle as an opportunity to limit flanking. Ranged attacks don't bypass physical elements between the shooter & the target. 🟡 LOOT is sizeable with a multitude of weapons & armour. Differences stem from elemental, physical & enchantment bonuses. A few unique weapons infuse distinctness. Potions & variant ammo augment additional tactical options afforded by magic books & scrolls. Encumbrance isn't modelled, but backpack space is very limited & doesn't rise with strength gains. At least the stash is 'limitless.' 🟡 CHARACTER BUILDING has a small pool of classes across melee, ranged & magic types. XP gained from kills results in stat point investment in stats, passive & abilities, or spells. Is open enough to allow multi-role characters. Rogues focus on tactical skills, fighters martial abilities. Interchangeable 'god' powers provide special multi-effect abilities limited by mana. https://steamcommunity.com/sharedfiles/filedetails/?id=3653198871 [h3]OFF TARGET:[/h3] ⚪ LEVELS come with a varying set of rooms to search. Some with secret areas to find. Different exit objectives are needed to get into a boss room to open the path to the next level. Are filled with a myriad of containers to loot, enemies - some hidden ready to ambush, traps to avoid, shrines that award ability points & boss fights to reach the exit. ⚪ MAGIC has the same elemental focus as inventory, plus a few utility spells. Duplicated across spell-books & scrolls these provide a rich range of options to any class that invests in magic & spells. Thankfully mana is not required to use wands, staves or some spells & are an option for non-magic based classes. Needs a lot of balancing. ⚪ ALLIES of a hound & summoned skeleton provide a small party dynamic. Plus a temporary clone of the player. Gaining XP, they level-up. They heal using food or potions in their own independent inventory. Generally useful in combat, they avoid traps, but can stand-off-ish at times, while tight corridors & congested pathing can cause movement issues. ⚪ AUDIOVISUALS generate a cosy ambience. ARTSTYLE is basic with a cartoonish feel. Does a job of infusing the experience with an earthy tone. ANIMATION is simple, setting a retro tone. Spell effects are cool. SOUNDTRACK provides decent mood depending on the track. AUDIO-EFFECTS sound like they are off-the-shelf. A good fit for the budget level. ⚪ ENEMIES come in several stock forms, with champion & boss versions. There are also spellcasters & skeletons have archer variants. Melees close distance. Ranged try keep to keep theirs. Some throw consumables. Champions/bosses can summon reinforcements or have the annoying ability to pull items from the player character. They rarely heal & don't avoid traps. ⚪ STAYING POWER is reliant on repeated runs of the same dungeon, but with newly generated content. Or to try other classes. Much of the appeal comes from enjoyable dungeon crawling despite the similarity when tackling each fresh level. There are no other game modes. No alt. dungeons. ⚪ PRODUCTION quality allows it to be playable, but bugs remain including visual glitches. Though a good few were quashed through the versions played. Polish is good. Some QoL is required, though the main effort needs to be around the UI. OPTIMISATION & STABILITY demonstrated no issues. https://steamcommunity.com/sharedfiles/filedetails/?id=3653170015 [h3]SHORTCOMINGS:[/h3] 🟤 Game is UNBALANCED across the board, from trader economy, low damage dealing, to the high use of mana, to brittle item durability, enemy resistances, used ammo collection & there's too much loot. There are too many healing items, effects do not last more than a turn or two. Consumable use can be spammed as they have no cooldown. 🟤 NO LEVEL SAVE means partially completed maps & progress are lost on a reload. A real headache if unable to complete the current level before leaving the game. The player keeps their inventory etc, but the map is completely regenerated with fresh loot, enemies & exit objectives. 🟤 EXIT OBJECTIVES required to enter the boss room seemed bugged. These can ruin a run, since the boss must be killed in order to open the exit down. In recent versions the mold to create a key has been fixed, but levers & the seal remain an enigma. 🟤 UI is functional, but exhibits some issues. Using quick slots is fiddly. Needs better ally inventory options esp. to repair damaged items. Unidentified items can't be stored in the stash or given to allies. Item level dropdown menu in traders can be easily missed & seem like the trader has no stock. [table][tr] [td]Click for:[/td] [td][h1][url=https://steamcommunity.com/groups/TheIrregularGamer/discussions/0/686369880060083554/]Full Review[/url][/h1][/td] [/tr][/table] [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v 0.9.13.4 to 0.9.15.10 INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 4GB @ 1920x1080 fullscreen, EVO850 SSD [/td] [/tr] [/table] [quote=]Thank you for reading[/quote]
"Once upon a Dungeon - Infinity" is one of those games that makes me wish Steam had a neutral option around for reviewing... It's serviceable, but falls short in a LOT of ways. I finished the game '100%' and unlocked all existing achievements, but I don't think I'll be opening this up again any time soon. Below you will find my many complaints listed out in great detail. The game's lighting is too dark. There are always a ton of torches on every wall in every floor of the dungeon, but it's somehow always close to pitch black. I would like to see the brightness turned up a bit. There isn't much in the way of music or environmental sounds. The music in the game often has this very annoying chime-like noise... it's a lot like the sound effects used on short-form videos to keep someone's attention. There are a few typos here and there, but nothing too crazy. "Grave" is spelled "Gave" and "Trunkcut2" pops up when a trunk is destroyed, for example. There is a bug where an older version of my character will spawn into the map and just sit there. I've seen two different ones so far. I had another bug involving the two key parts that allows for infinite key crafting (assuming that's not intentional). There is another bug where sections of the map disappear and allow you to walk out of bounds into the void. Resurrecting dead allies creates a copy of everything they had in their inventory. Some of the game's systems feel too optional. Crafting has some mild importance, particularly for one boss that can't be killed otherwise. Poison doesn't do enough damage to enemies, allies, or the player and can be ignored almost entirely. Enchanting, for the most part, just doesn't have enough impact on a run. Many of the 'unique' (you can find multiple copies in a run) items do not feel powerful enough and it's often better to merge standard equipment. The items that you must repair from pieces found on a floor NEED to be more powerful... there's no real need to chase that stuff down and then craft the 'whole.' Many of the spells in the game are not worth speccing into. The class chosen at the start of a run doesn't limit you enough to a specific playstyle, IMO, as I made it through as a sword-wielding 'archer' with no problems at all. I would like to see 1 key skill for each named class. The ally system is fun, but could use some more variety. All I've found is the Dog (from vendor) and the Skeleton (from scroll). I don't see why you can run around with multiple Summon Skeleton scrolls when you're only allowed to create one at a time. There should be unique armor pieces/weapons for the allies. A Summoner class could prove interesting. Most enemies in this game do not do anywhere near enough damage to justify the prevalence of healing items. On Floor 8, I had over 30 healing potions, over 100 roasted meat, 20+ roasted fruit, and a ton of mushrooms. The only time I feel remotely threatened is when there's a miniboss in front of me... a mob in every direction should punish the player, but I just ignore it all and mindlessly hack away. The most annoying/irritating thing about the combat is when enemies somehow knock your equipment off of you... it's generally hard to notice and I don't like having to reequip things. Multiple Druids will make the flow of combat come almost to an immediate standstill, as the Magic Ball has travel time. I found it very annoying to hear the Fallen One's clones repeat the same "LET ME SENSE YOUR WEAKNESS" line over and over and over and over again on the final floor. The worst part is that the actual boss had no buffs to its attack power and there was no reason to hear the line to begin with... It's far too easy to amass wealth and there is little worth spending it on. The inventory is CONSTANTLY full and you WILL be making trips back to camp. I had over 50,000 gold by the time I fought the Fallen One. Why? What use is there for such an obscene amount of gold?
[b][i]Roguelike + Turn-Based Dungeon Crawler with endless generated dungeons, hero upgrade, hiring hound companions, varied loot and crafting system.[/i][/b] Gameplay: https://youtu.be/rvD6pnTwOL0 A great roguelike for all fans of the genre. Easy to learn and enjoyable to play. + Retro graphics and dark atmosphere. + Intuitive interface and gameplay. + Detailed, interactive, generated dungeons. + Turn-based battles. + 3 difficulty levels. + 6 hero classes: Knight, Barbarian, Mage, Hunter, Rogue and Custom. + Leveling up characteristics and active/passive skills. + Melee/ranged weapons, throwing weapons and magic. + Varied loot and resources. + Crafting system: you can improve equipment, create potions and new items. + There is a camp for trading and rest. + A chest for storage. + Partner - hound, which can be equipped and upgraded. + Replayability/endless exploration of dungeons. + Achievements. [u]You can read other reviews and subscribe to our curators. Welcome![/u] [url=http://store.steampowered.com/curator/25737869/] 5 minutes of game [/url]
A very cool Coffee-break RL, streamlined and cut down to the very basic in terms of mechanisms/gameplay. Challenging and hard but fair, with nice art and engaging gameplay. It's the usual - can be 5 minutes or 5 hours long depending on skill, and is made with fast runs in mind (which is a huge +) You can't go wrong with this price....
[h1]One of the few Rogue-likes on Steam... and it's not bad[/h1] Pros: [b]#1.[/b] I like two of the songs (that's enough for me to recommend the game's music). Cons: [b]#1.[/b] The devs do an absolutely abysmal job at explaining any of the skills/mechanics to the player. It seems the devs are deathly allergic to tooltips. Like, there's SO MUCH missing information on skills/abilities in the game, it's just crazy. [b]#2.[/b] There's only a small amount of spells+skills+passives in the game. I really think the game should have atleast 3x the amount that it currently has. [b]#3.[/b] Saving + Quitting resets the entire floor that you're on (including all enemies/loot/rooms). This sucks. [b]#4.[/b] No dual-keybindings [b]#5.[/b] Champions/bosses have the ability to remove your equipment randomly. I think this is a stupid mechanic. [b]#6.[/b] The game right now has A LOT of bugs. I counted about 10 bugs, during my first few hours. Fortunately none of them have been game-breaking. Overall, I can definitely recommend the game, for $5, even right now during EA with all of the bugs. I wish that the game had way, way more skills+spells+passives,etc. but perhaps in time the game will be expanded (and honestly, at that point, I would even pay $10 or $15 for the game, if only it had more of everything). Here's my first impressions review video: https://youtu.be/rA4CkMmBGfQ For more reviews, visit my curator page: https://store.steampowered.com/curator/7851637/ For my full recommended list of games: https://steamcommunity.com/id/lfpg/recommended/
If you enjoy classic roguelikes I highly recommend giving this game a try. Has a retro early 2000s flash style of animation which works brilliantly with the game's atmosphere. It is a work in progress but from what I have played already I really enjoyed it. It's easy to pick up and learn with a very simple to understand UI. While I did receive an advanced copy to stream before release I would have happily paid for this game.
Game is awesome but needs the following spells! Game should also cost more money! Game should also have refined UI Elements although the current UI is pretty good. Game....is good. Offensive Spells: Infernal Surge – Summons a wave of flame that grows stronger with each enemy it passes through. Shadow Spike – A jagged spike of darkness erupts from the ground, dealing extra damage to enemies in shadows. Lightning Cascade – Chain lightning strikes, with each jump gaining damage but randomizing the next target. Acid Rainfall – Creates a localized acidic storm that erodes both armor and health. Ice Spear Barrage – Launches five icy spears that shatter on impact, sending shards in random directions. Meteor Swarm – Summons small flaming meteors that crash down in randomized patterns. Blood Bolt – Costs HP instead of mana but deals massive damage to enemies. Arcane Annihilation – Fires a concentrated beam of raw arcane energy, increasing in power the longer it’s maintained. Bone Lance – Summons bones from the earth to impale enemies, with a chance to reanimate the corpses as skeleton allies. Venom Surge – Infects an enemy with poison that explodes on death, spreading toxins to nearby foes. Defensive Spells: Ethereal Cloak – Temporarily renders you intangible, avoiding physical damage. Frost Barrier – Creates an icy shield that reflects melee damage and freezes attackers. Guardian Spirit – Summons a spectral protector that absorbs damage and retaliates. Arcane Ward – A magical barrier that deflects projectiles and hexes. Burning Armor – Sets your armor ablaze, damaging melee attackers. Earth Shield – Surrounds you with protective stones that reduce incoming damage and break after absorbing hits. Temporal Shield – Slows down time briefly when you take damage, giving you time to reposition. Thorn Veil – Surrounds you with spectral vines that damage attackers and entangle them. Mirror Illusion – Summons a clone of yourself to confuse enemies and split damage. Siphoning Guard – Converts damage taken into temporary mana. Utility/Support Spells: Blink – Instantly teleport a short distance, avoiding obstacles or incoming attacks. Gravity Well – Pulls all enemies within an area toward a central point, immobilizing them briefly. Phantom Bridge – Creates temporary walkable terrain over gaps. Enchanted Recall – Teleports you back to the last safe zone you visited. Shadow Step – Teleports you behind an enemy, enhancing your next attack. Reverse Polarity – Temporarily reverses an enemy’s damage into healing (or vice versa). Arcane Lock – Temporarily seals doors, preventing enemies from entering or fleeing. Flame Dash – A fiery burst propels you forward, burning everything in your path. Silence Field – Disables all enemy spellcasting in a radius. Floating Disk – Summons a platform that carries you over obstacles or hazards. Healing and Restoration Spells: Rejuvenating Bloom – Grows a magical plant that heals over time. Soul Mend – Repairs wounds by absorbing nearby defeated enemies’ life force. Cleansing Flame – Burns away curses, poisons, and negative effects while healing minor injuries. Time Rewind – Reverts your HP to its state 10 seconds ago. Lifebond Transfer – Sacrifices part of your HP to heal an ally. Healing Mist – Summons a fog that restores health for allies standing within it. Mana Conversion – Converts excess mana into health. Wellspring Aura – Creates an aura that gradually regenerates health and mana over time. Vampiric Touch – Steal health from enemies when dealing melee damage. Spirit Revival – Resurrects a fallen ally at partial HP. Debuffs and Crowd Control: Crippling Hex – Slows enemy movement and reduces their damage. Fear Surge – Instills overwhelming fear, causing enemies to flee in random directions. Frozen Shackles – Roots enemies in place and applies a frost debuff that increases damage taken. Arcane Confusion – Causes enemies to attack each other for a short time. Wither – Weakens an enemy, reducing their defense and attack speed. Gravity Crush – Slams enemies into the ground, dealing damage and briefly stunning them. Mind Leech – Drains an enemy’s mana while reducing their spell effectiveness. Stasis Bubble – Encases an enemy in a bubble, immobilizing them for a short duration. Necrotic Decay – Curses enemies so they take increased damage over time and explode upon death. Blinding Flash – Releases a flash of light that stuns and disorients nearby enemies.
Bardzo fajna gra, przyjemnie się w nią gra i nie kosztuje dużo, polecam dla każdego
The sequel to Once Upon A Dungeon. Great graphics, atmosphere and gameplay.Well worth it's price if you enjoy dungeoneering with turn based combat.
If you're a fan of classic roguelikes, this game is a must-play. The procedurally generated dungeons are filled with diverse enemies and unique loot, offering endless variety and keeping the gameplay fresh every time. The combat system is highly advanced, allowing for a mix of melee, ranged weapons like bows, crossbows, and wands, plus a range of active and passive abilities to suit any playstyle. The variety of classes – including Mage, Rogue, Hunter, Knight, and Barbarian – ensures that every run feels different, and the option to create a custom class adds even more depth. The crafting system lets you upgrade your gear and create new items, further enhancing your character’s strength. With intuitive controls, customizable UI, and great accessibility options, the game is both easy to get into and deeply satisfying for long-term play. The dark atmosphere of the dungeons, infused with elements of Slavic mythology, makes the whole experience even more immersive. Highly recommended for anyone who enjoys roguelikes and a challenging, rewarding adventure!
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