
Avoid becoming Muncher's next meal in this fast-paced, brutally challenging adventure!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game has an interesting enough premise, an attractive visual design and even an incomparable price point.......but ALL of that is woefully underscored by an unforgivable and, frankly, asinine execution. There has not been a single attempt to play this game so far that wasn‘t foiled almost immediately, in mere seconds by randomly placed, unavoidable obstacles. Even when you do learn enemy movement patterns, it doesn't mean zip when they frequently block the only path forward with no reasonable way to either circumvent or eliminate them. And, this is to say nothing of the randomly-shuffled around pit traps and dead-end paths that can also instantly end your game without any warning or way to get around them. This game could really have used some kind of basic entry level to ease new players into how everything works before beating them over the head with it all at once in the first go because, as it stands, this like teaching a grade schooler to swim by chucking them head-first into a damned kiddy pool with vipers in it. Not fun and more than a little sadistic. Edit to add: Alright...... Following the developer's addition of a new difficulty update and their personally entreating me to try the game again. I decided to do so.....although, right on the surface of it, calling it a "Wimp Mode" for "the most block-headed players" already has me thinking this probably was not done in anything resembling good faith (or even good taste). Yeah....... Ok, Chief. 🙃 I'm going to consider this as an invitation to be as crass and mean-sprited as I was initially trying *not* to be about this humble offering. Bon Apetit. 💩 Let's Begin! 😃 So, right off the bat, the *brilliant* idea put in play here to make this borderline unplayable mess into, y'know, a "game" that can actually be picked up and played for any appreciable length of time, is to remove all the enemies entirely from the map. While this does show a rather surprising level of cognizance toward one of the main things causing problems with the game's playability........ it still doesn't really count as a "solution" to it so much as what a bratty, irate, and poopy toddler might do by snatching their toys away because you, the grown-up who bought them, was "playing with them wrong" (sorry, Jimmy.😏). STILL, this mode does offer a better glimpse at some of the other previously nigh unreachable game elements that *would* be in store for players (stones to break walls, axes to chop trees, actual freaking progress, etc.) if not for constantly impassable and unbeatable enemies and obstacles dotting the only path forward. Now, I am no game designer or developer myself and have nothing of the sort with which to credit my own name to. But I do PLAY an inordinately large amount of the things and it would seem to me the most endemic feature a game needs to have in order for people to enjoy playing them, is a reasonable means by which to either eliminate or avoid the obstacles in the game. I mean, that's as basic as bloody Pac-Man, for f**k's sake. 🙄 When your game routinely forces you to do neither and just die/lose, within mere *seconds* of play, that is just crap design. And I'm not sure that any block-headedness on my or any other player's part is really what's at fault here. It would seem to me that perhaps a better thing to try might be to let players at least start with one of the temporary weapons or tools in the game to help them progress around a thoroughly blocked path when one is encountered in the early stage. Maybe make the game map a bit wider with fewer trees, walls and things in the way so there's more room to maneuver? And maybe not block correspondence and criticism from players while releasing tantrum patches to insult them, hmm? Just a thought. 🤔 I'm eager to see if any of these suggestions get added in any future updates, but it may be a while before I check again. even a dungeon muncher can only eat a turd so many times......... 😊
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not what I envisioned. The premise barely matters. The muncher takes up half of the screen for no reason, making you focus on the lower quarter of your screen for the entire gameplay. The game is more about small shallow puzzles which grant you small upgrades that are quick to get used up. Never really felt great to play, mostly spamming buttons, considering a puzzle, then waiting on the screen scroll.
I love the premise of this game and the pixel art is amazing but man, this game is impossible to play. Enemies will kill you in 2 hits and they block your path so you have to go through them. The enemies are turn-based so you can't wait for them to pass but the monster munching the level is not so you can't stand still and plan a route around the enemies... either have them both be turn-based or both real-time. There are dead ends hidden off-screen with no way to return, so you have a 2/3 chance of just dying. I must have tried about a dozen runs and didn't last more than 10 - 20 seconds each time. The game recommends you player with a controller, but then the analog stick isn't implemented, forcing you to play with the D-pad or move with the action buttons, which is really weird. Game looks and sounds fantastic, but is just frustrating to play.
I think some of the negative reviews of this game are unwarranted. It's true that the game demands fast puzzle solving, which can be quite hard and might lead to some frustration if the puzzles don't click for you (I kind of suck at the game too), but that's pretty much the whole point of the game's design—puzzle solving under time pressure. The game is hard, and the developer has made that pretty clear, but the problem seems to be that some people perceive it as not just hard but impossible to solve (which, apparently, is not true). There might be an inherent risk in making difficult games; maybe the game's cutesy visual style and music gave some people misguided expectations of what the actual gameplay might be like (most people probably don't read descriptions or watch trailers very carefully)? Perhaps the difficulty level of the game warrants a somewhat hand-holding tutorial to give players an initial grasp of some of the puzzle archetypes, that might otherwise appear unsolvable at first glance? This game might not be perfect (I think it's evident that onboarding has been a bit rough for some players), but given the charming art, a very low price, and a tight core gameplay loop that delivers on what is promised in the trailer and descriptions (it is indeed fast-paced, challenging, and quite fun!), I think this game deserves a recommendation.
There's a lot of discussion here about how hard the game is and whether or not that's a good thing, but I personally love difficult games and honestly, Super Dungeon Muncher isn't difficult so much as it feels like your ability to make progress is largely at the whim of the game. Once you get a good run going, it's actually quite fun to weave through enemies. The level being eaten away as you progress adds to the intensity and in many cases, this dynamic is a lot of fun. Unfortunately, many of these runs end in about about a minute through what feels like no fault of my own. I can understand the occasions where I'm strapped for time and fail to solve a movement puzzle before being eaten, or miscalculate and eat ♥♥♥♥ on a snake or something, but getting stuck in those long dead-end hallways, or the moments where enemies bunch up to kill you, or put you in a position where your only option is to die just spoil the fun. I think the game has a lot of potential and could actually be pretty great with a few updates. It's a shame then, that the developer seems to be allergic to feedback, even going so far as to add a "Wimp Mode" complete with a baby skin and pacifier noises. It seems it was added solely to razz people that the dev thinks are haters and might have been funny if the criticism wasn't well deserved.
Really wanted to like it but its so unbalanced. In so many runs there is no way to move forward so your skill doesn't matter. I really hope the dev figures this out, but for now wait for updates before buying.
Beautiful pixel art mixed with roguelike elements and frustratingly fun challenge. Super Dungeon Muncher scratches that toilet game itch, and it appears the developer had that setting in mind given the unlockable poop character, heh. This game is also receiving content updates quickly, and the developer is very receptive to suggestions in the discussion boards. AAA studios won't treat their customers as well.
This is a tightly designed, beautiful, motivating video game. It marries the grid-based roguelike mechanics you know and love to a timer that is woven into the game fabric perfectly. Profound thought and balance, unnecessary elements are largely stripped away. I don't normally leave reviews. Outstanding achievement.
[h1]ある意味Re:ゼロ(違う)[/h1] 死に戻りの呪いにかかってるプレイヤーが大体同じステージを永遠にやらされるゲーム。 死ぬとやり直し、ランダム性はあるが同じパターンの繰り返しとなる。 蓋を閉めない限り盛られ続けるわんこそばの如く、ゲームを強制されるのだ。 安いから試しに遊んでみるのもいいかもしれない。 君もす~ぐ食傷気味になれるよ!!
A fun game that can be fleshed out more. Progression is rewarding, and the game is much more playable once you unlock certain characters, especially "straw hat" who has all the tools from the start. The game allows you to start at each level, but you're too gimped to make it viable, especially in the desert.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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