
Smash Dungeon is a brutal, dark, intense, action rogue-like. Hack and slash your way through the procedurally generated dungeons on your own or in couch co-op, using a combination of armor & weapons upgrades, passive items and power-ups to kill everything in your path to claim the riches below.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil
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Three warriors travelled to the infamous Smash Dungeon. One brought a sword, one brought a gun, and one brought no weapons: just a torch & a few cough drops. They crept in. It was pitch black and stone quiet. They were suddenly starting to regret this challenge. Stupidly, only one brought a torch. The aggressive darkness and inky black yielded with grudging compliance but always seeming to push back. They moved cautiously onward amid the cold air and eeriness. The floor crumbled and cracked. They breathed in tight, quick breaths. You could hear a pin drop. Suddenly, there was a deep moan. "OOOOOOOOUUUUU". It seemed from another room. The dungeon had been abandoned for years. Who or what could make such a sound? The warriors looked at each other, but continued on, hearts pounding in their chests. As they proceeded down to the next floor they encountered a rotten swarm of flies. Buzzing and beating their necks and faces, they rushed and stumbled to the next room, not stopping to see what they were truly feasting on. They slammed the gate behind them. Maybe a body? But no way were they going back to find out. And again came the sound, "ooooOOOOOooooOOUUU" but louder this time. Louder. Closer. They proceeded through the dark down to the next floor below. They saw numerous armour stands filled with cob webs. Dust-covered weapons, trinkets and silverware adorned the corridor. Spiders climbed on ivory curtains. Clearly a dungeon with a previous history of privilege and grand setting. Or, perhaps, met a fatal end? They pushed on. But again that unearthly howl. "oooooOOOOOOOOOOOUuuuuUUUUuuUUOOOOooo". They found the staircase to the next floor below, where the sound seemed to be emanating from. Could they proceed? Would they? Did they dare? Two of the warriors looked at each other, faces fraught with worry. The third warrior stepped between them both and said, confidently, "We're going down there." Not wanting to seem the weaker, the other two warriors braced themselves and nodded. The stairs creaked and groaned evily under their feet. The rickety woodwork shook in angry defiance. Insects and vermin scattered underneath them with every step. They were descending into hell, they knew, but none would turn back. And the sound: "oOOOOOOOOUUUUUUUUuuuuUUOOOO". Now loud enough to fill not only their heads but seeming to claw at their very souls. They reached the door at the bottom of the staircase. The antique, crying squeak of the hinges eeeeeeEEEEEEEEEEee made the warriors wince and consider covering their ears. But they had to move forward. What is making that horrible, terrible sound? "ooooooooooOOOOOOOOOOOOUUUUUUUoooooUUUUUUUOOOOOOO" In the center of the room lay an unholy coffin. A twisted artistic expression of murder, decay and disease. Brutish, incorrect lengths of vine had been forced together, buckling the wood and bulging the steel at points, as if death itself were attempting to escape. It was festooned with beast-like emblems and decrepid artifacts: skulls, antlers, skins, totems, and drenched in the color of blood. "OOOoooOOOoOOooOoOouuUUUUUuuuuUOOuouOUO" The warriors clasped their weapons and realized, with sheer horror, that the insane moaning was coming from the coffin in front of them. Before the warriors could do anything, the coffin began to shake wildly. They froze. The coffin shot off the ground and lifted into the air: They gaped in terror. Shaking violently and rising, the coffin started to turn. It turned and turned, and gained speed. It was spinning in the air before them. A mix of terror and fascination gripped them. Unable to look away. Unable to run. It spun faster and faster whilst slowly making its way to the warriors. "OOOoooOOOoOOooOoOouuUUUUUuuuuUOOuouOUOOOOOOOoo" The first warrior with the sword, slashed in the air in front of him, as if to stab away at the evil. He dropped his sword in a moment of panic and ran back up the stairs, never to be seen again. The second warrior with the gun, fired several shots towards the entity BANG! BANG!, but dropped his gun in a moment of panic and also ran up the stairs, and also was never to be seen again. The third warrior stood there calmly, reached into his pocket and popped a cough drop into his mouth. He sucked on it for a bit. And the coffin stopped.
I'm enjoying it so far, it's a bit unforgiving at times, but once you get through the tough parts it feels rewarding, in that respect it's a bit like dark souls, gameplay though is not similar, but is very oldschool, it does play a lot like some of the gauntlet remakes I've played, but has it's own unique spin in the way you collect and use weapons etc. I like the randomly generated levels, stops it from getting too samey.
300円ぐらいで売ってるスマホアクションRPG それ以上でも以下でもなく、手作り臭いけど悪いわけでもなく、 面白いかと言われると暇つぶしにはなる程度には、という微妙な作品。 何が微妙なのか5、6回クリアして分かりました。 このゲームにはダメージモーションが無く、敵もプレイヤーも攻撃をインタラプトされない為、単にスカスカ殴り合う事になってしまっています。 通常のアクションゲームではプレイヤーの攻撃がヒットしたら敵はダメージモーションになり、敵の攻撃をインタラプトできます。 敵の攻撃を中止させられる為、連続攻撃が入れる事が出来て楽しい訳です。 こちらの攻撃がヒットしても、攻撃を中止させられない敵をスーパーアーマー持ちとかjuggernautとか言いますが、雑魚もボスもみんなアーマー持ちです。そりゃ楽しくないわ。 なのでこのゲームでは連続攻撃しようものなら袋だたきであっという間に死にます。 それ故に単発斬り>ダッシュキャンセルでチクチクするしかない状態です。 連続コンボを入れる機会が無く、アイテムの魔法を使ってもスタン以外は敵を怯ませる事が出来ないので、ゲームの進行が単調で退屈になっています。 ※アチーブメントは一番左のスロットだけ反映される様です。あと弓のアチーブメントは壊れています。 操作はシンプルで攻撃、防御、ダッシュ、スキル、アイテムとかを使う、以上。 死ぬまでに集めたクリスタルで能力値を上げる。5段階程度。 他にスキルとアイテムの効果も上げられる。 経験値でステータスが上がる。 死ぬとそれまでに手に入れたアイテムと金は無くなるがクリスタルは残るので、 宝石取って死にまくって能力値を上げればいい。 ランダム生成のダンジョンは上下左右の4方向に繋がるアレ。 武器は多分両手ハンマーと双剣と剣盾と弓だと思う。 双剣は攻撃力と攻撃の発生が早いので、ダッシュ>攻撃>ダッシュ逃げでなんとか。 ハンマーは攻撃範囲が広く、攻撃発生が遅いので置き気味にするか、少し遠い敵だと一歩踏み込んで叩くので、攻撃発生と同時にダッシュキャンセルで逃げる事でなんとか。 剣盾は攻撃の発生が遅く、どうにもならないので難易度は跳ね上がります。 攻撃の二発目は比較的早いので、かなり遠距離から一発目をスカして二発目を当てる感じでなんとか。 盾は右クリックで防御すると正面の物理攻撃はノーダメージになる。 右クリックを離すとバッシュして小ダメージと共に弾き飛ばす。 敵を倒せるわけでは無いので、あまり意味は無い。 殲滅力が弱いと敵が一杯出るのでジリ貧になる。 しかも剣盾は普通に攻撃してるとバグでバッシュモーションしか出なくなる時がある。 バッシュモーションは攻撃範囲がほぼ無いので、突然その場でスカスカ盾を振り出し、敵にボコられて死ぬ時がある。 なので取らないのが一番。 弓はぶっ壊れているので、退き撃ちしてればラスボスも勝てます。 弓を入れるなら、他の武器をもっと強化しないとダメでしょう。 他の武器が弱すぎるのでバランスは取りにくいと思います。 アイテムは使い切りでデフォルトは二つしか持てないのでかなり使いにくい。 射撃魔法とポーションは3発ぐらい使用回数がある方が良かった。 回復手段はパンを食べるか、卵の魔法で敵をヒヨコにして、そのヒヨコを倒すと回復する。 パンか卵を一つ持ち、もう一つは落ちてる魔法等を使う事で、多少のクラウドコントロールが出来る。 ボス戦では雑魚が多く出てくるので何でも使っておけば多少は楽になるが、形勢を逆転するほどの効果は無い。 アイテムスロットを増やすレアルーンがあったり、時々泉が出たりするが運要素でしかない。 アチーブメントを取る為にはアイテムを使っていく必要があるが、やっぱり一回使い切りでは状況を打破する事には繋がらないので、難易度は上がってしまう。 一応、敵の攻撃の隙に、攻撃を入れるのだろうけど、ヒットストップが無かったり見た目に攻撃が届いていても当たってなかったり、スカスカ攻撃し合うのでよく分からないうちにHPが削れていく。 決め打ちで一発切って即ダッシュ逃げした方が戦いやすかった。 多分、開発はあんまりゲームした事が無いんだろうなぁというイメージ。 スマッシュダンジョン、という名前から、もう少しスマッシュTVなキビキビしたゲーム内容からと思ったら、とても凡ゲーでした。 でも決して悪いわけじゃないです。 あとトロフィも10年ぐらい昔の苦行で、単調ですぐ終わるゲームだけど何百回もやってね。というもので、敵を1000体殺すとかそういう系。 うーん4時間で終わっちゃったし、600円はちょっと高かったかなぁ。 でもこの自動生成ダンジョンでこれ以上広かったり、これ以上先に続いても面倒なだけだから、一周のボリュームとしては丁度良いかもしれない。
The game looks good, it's fluid and runs fine on my steamdeck too. Environment, lighting, sound atmosphere is good. It is a bit hard to my taste, dying several time on the same boss without any feeling of progression between runs. Some weapon are clearly more powerful (bow is good but weak against a room of spider, spent 10mn killing them running around, hammer is powerful). I think it needs some balance or some difficulty that could be set or increase manually or automatically. It also lacks some long term goal. Nothing that the developer can't fix I'm sure of it.
So, I like Smash Dungeon. I recorded some of my progress in Smash Dungeon. [b]Please take a look if you value a more Audio / Visual experience, as I discuss the game as I hack, slash and dash my way through it; in some semblance of style perhaps![/b] https://youtu.be/HBNT98szxFM Smash Dungeon is an Indie, Hack and Slash, Action RPG Roguelite that feels like a fusion of a bite sized Diablo or Gauntlet! Smash Dungeon has a focus on fun power-ups, which you can drop to take the dps to the next lvl, when your collected gear is not enough. [h1]The Star of Smash Dungeon Is The Combat![/h1] There is no bump damage here; good! The monsters of Smash Dungeon must actually make an attack animation to hurt you; good, as it should be! Also, the big, beefy hero you are, you physically displace monsters when you walk into them, so push those nasty monsters around and show em who’s da boss! Your melee attack chain changes depending on your equipped weapon, but you can animation cancel out of your main attack chain and dodge out of it; very good to know! Remember: this does NOT seem to work on your special attack; so be careful when you use it. You also have a dash on a 2 second cooldown, by default, which is very handy. Weapons better than the torch also have Special attacks; these special attacks are cooldown based, and are very potent when used at the right time. Beyond your sick, monster stomping moves, you also can find powerful items to use. These are very potent pick-ups for you to grab, 1 use, but so worth it! Think lightning bolts blasting down from the sky, dropping blasting turrets, big dps boosts, things like that can easily turn the fight your way. Enemies drop these items often; but you can only hold 2 by default. You also have a dedicated bomb button; fun. [h1]Random Dungeons and Gold![/h1] Coins are auto picked up here; good. The dungeons in Smash Dungeon are made with Procedural Generation, so expect random dungeons, full of monsters, gold, items, shops, healing fountains, and traps! Spike traps are present, as are flame traps; and they hurt enemies too; nice! Watch out for the lava Hero! There are monster totems to smash too, that continually spawn more monsters; take em out! [h1]Meta Progression:[/h1] As a Roguelite, Smash Dungeon has significant Meta Progression, in the form of gained character lvls and gems. When you die, you keep your gems and lvls; the gems are used to unlock meta progression passives for your character that make you stronger and stronger, more able to dig deeper into the dungeon of the smash; fun. Controller Support is present, and good, while good old mouse and keyboard is also an option if you wish. I went with a gamepad in the above video, as I found it felt much better here. Local Co-op is present as well, in case that is something that interests you. For multiplayer, you must start it as a 2 player game; they cannot continue in a preexisting, single player game. While I did enjoy my time with Smash Dungeon, I did come across some areas where it could be better. Please let me know if anyone thinks I’m off base here, or if any of this is out of line. I’ll try and keep this organized. [b] Tech Issues:[/b] [h1]1: Minor “Esc” Only Pauses the Game; It Does Not Un-Pause it on the 2nd Press.[/h1] Minor, but Esc usually functions this way in most games, and when a player gets used to a thing functioning a certain way, it is not great when it doesn’t. [h1]2: Minor: Hitting “I” Only Opens the Inventory; hitting it Again Does Not Close It.[/h1] Minor, but irritating if you’re playing with mouse and keyboard. [h1]3: Swinging Feels Very Imprecise with the Mouse.[/h1] It feels good with the gamepad though. [b]Suggestions:[/b] [h1]4: Temporary Use Items vs. Passive Stat Boosters Need to be More Visually Distinct[/h1] I was in a shop, and it was unclear if what I was buying was a rare, 1 time use power-up, or a run lasting passive boost. Think a different border around the item to more clearly indicate which is which. Currently, the higher cost hints that it is different, but, to the players’ eyes, that does not rule out some rare, and pricy, 1 use power boost, so more is needed here to visually indicate the difference at a quick glance. [h1]5: Faster Movement on Clear[/h1] Think faster movement after clearing a room while in that room and other cleared areas, or maybe a quick teleport to unexplored areas after clearing a room, like in Enter The Gungeon. Less gaming dead space that way. [h1]6: Monsters Dead Man! Turn Off The Traps![/h1] It does not feel good to get caught in a trap due to player carelessness after dropping your guard after the monsters are dead. It feels like the game is taking a cheat shot at the player. In a typical Dungeon Crawler, the player would disarm the trap after the threat is removed. As I suspect that would slow down gameplay too much here, why not simply power down the traps after the monsters in the room are dead? Perhaps their life-force was powering the traps: that’s why they were bound here, and now that you have ‘released’ them, the traps in the room power down. It just feels better than slow boating it past cleared areas, or risking cheap shots from sad, bitter traps. [i]You lost traps, it’s time to go to sleep![/i] [h1]7: How Many Dashes Left?[/h1] It’s not really needed when you only have 1, but once you get 2; it becomes very handy to know when you have an extra dash at the ready. Consider some teal pips under the character’s feet to indicate the amount of dashes left, matching the color of the existing circle under their feet. [h1]8: Blow The Door Billy![/h1] Let me use the boom!💥 I can only carry 1 bomb by default, while you can rock around with at least 3 keys, making bombs the rarer item, so, let me have more uses of em! Anyway, my hopefully helpful suggestions aside, I enjoyed my time with Smash Dungeon. Smash Dungeon is a fast and fun Action Roguelite that feels like a fusion of a bite sized Diablo or Gauntlet, and is easily worth a wishlist and a watch. Watch?
Das ist das schlechteste Spiel, dass man für Geld kaufen kann bei diesem Gerne. Also Melee ist ultra weak und die Kampfaktionen sind in Zeitlupe. Der Boss castet Attacken ohne Vorwarnung und wenn man falsch steht, ist man direkt 1Hit. SoulStone ist 1.000.000 mal besser und das so ein Müll 2023 produziert wird, ist echt traurig. nach 20 Minuten bin ich 2x gestorben. 0% FuN. 0% Text, 100% Depression nach dem Kauf.
Very nice hack and slash game, a few bugs left like picking up the map item throwing me into lava and keys seem to be dropping from chests a bit too much. The gameplay is very fluid, quick and fun to playthrough exactly what you would want out of it ! Replayable at least once with each weapon I would say :) PS: chickens are op
Gameplay is smooth and visuals are nice. Small issues here and there that are to be expected but overall good experience and worth a go.
Very fun game to kill a few hours on, runs very smoothly which is a big plus for this type of game.
Fun time, Definitely appreciate the couch co-op as well. Its unforgiving but thats because it take a bit to get the hang of the melee.
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