
Tunnel of Doom is an action rogue-lite hybrid that mixes tower defense with melee and ranged combat gameplay. Randomly generated, every run is different as you guide Angel on a quest to rescue her husband. Gather resources, discover perks, and use what you find to battle waves of monsters.
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Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99 | 58reviews | 60% | — | $11.5K |
| $2.79−80% | 16ratings | 72% | — | not modelled | |
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[table] [tr] [td] [url=https://store.steampowered.com/curator/38553778-All-about-Strategy-Games/] Follow my Curator Page for more Strategy Games! [/url] [/td] [/tr] [/table] Tunnel of Doom is a tactical action rogue-lite game with tower defense elements. [h1]Battles[/h1] Each time a battle takes place, an indicator shows where enemies spawn from and the UI shows you how many and which. You then have unlimited time to prepare for the battle. You can build barricades, traps, and towers through resources that are so limited that you can't use towers in every battle. When you're ready, you can start the battle. Be careful: You can't pause and build during the battle, it takes place in real-time. Enemies will spawn one after another and go for you, other miners, or towers. You can attack them with rocks, your pickaxe, glass, wood, and guns. All of your resources are strictly limited aside from your pickaxe but this is also the most dangerous weapon since you have to be in close range. When you beat the level, you can go deeper into the mine. [h1]Mines[/h1] A mine has dozens of rooms. You get a map in the beginning and can decide which way to go. Your goal is to reach the end/next level. If you die, you have 3 restarts. If you use them all up and die again, the run is over. Aside from battles, you can find chests, resources, guns, weapons, fountains, events, and a merchant. Fountains will give you either random things for money or bless you for money (like recover some health, get a blessing (+1 attack to guns, etc.). Chests are often locked and you need a key to open them through it is not advised to open all chests. Sometimes the key is more expensive than what is in it. Merchants let you buy useful things such as traps. Go for them each time you see one! [h1]Resources[/h1] Gold is the main resource to get new things. What's more important are resources to attack/build traps, barricades, etc. Without them, you're almost done in later levels. You won't stand a chance with just your pickaxe against 20 enemies. Wood is there to build barricades or traps out of wood. You will need 4 of them to build one barricade, etc. How do you get it? In each room, there are barrels, rocks, etc. With your pickaxe, you can destroy them and collect the resources out of them. [h1]Strategy[/h1] Through this is an action game and mostly takes place in real-time there is much strategy involved to get to the end. This is a hard game. You probably won't win your first run, even with 3 restarts. You need to carefully examine each room to get the most resources possible, study monsters to know who's your enemy and their strengths as well as weaknesses. Placement of traps, turrets, and whatnot is also just as important because you won't stand a chance facing them without these - But don't use them all up. Through you get the resources back when they don't get damaged or at least some of them, if they got damaged, you won't come far if you use everything up the moment you get it. This is especially important when it comes to towers. They will eventually break or get destroyed. If you don't have any left, it will be so much harder. [h1]The Good[/h1][list] [*]The gameplay loop is fantastic. While I wasn't as addicted to going in and playing for hours without a break, I wanted to come back after every pause for sure. The game is fantastic, the concept is great. [*]The mix between action and strategy is perfect. It's never easy to make an action game that is also tactical. But they did it. I nearly never play action games and I was in love with it because the tactical aspect is so good. [*]Traps, turrets, weapons, resources. Many possibilities to beat monsters and win a battle. Through it IMO gets restricted in later levels (read more below) there is enough for everyone. [*]The atmosphere is great. The graphics and the music perfectly fit into the "story". It's creepy and I love it.[/list] [h1]The Bad[/h1][list] [*]There should be events like you know it from other roguelike games. Like, real events. The game is predestined for having unique characters waiting for you in the mines and you don't know what they do there, what they want from you, or what you CAN do for them/with them. Sadly, I only got to see one. These characters could give you events, be mysterious, you could just attack them and see what loot they get, etc. similar to Dark Souls/Demon Souls and the likes. This would fit the game perfectly! [*]Conversely, the above (rather, that nothing of the above is in it) makes the game a bit predictable and monotonous. [*]The balance. While I feel that the game is rather fine, I think people will easily see what works well and whatnot. Turrets for example. They are very strong but limited which is fine. You can easily defend them against monsters on stage 1, going into stage 2 (or even at the end of stage 1) flying monsters will be added. They can easily fly over barricades/do long-range attacks. You can't defend your turrets against them. This also means that turrets are rather useless from then on since it's not worth it (cost-benefit factor). This also means traps, etc. are rather useless later and you can just leave them be and use the resources to attack monsters (throw stones, etc.). I already got that in my second run and saved up resources such as glass/stones for later levels. Another thing I got early on is that spending gold at the merchant isn't worth it when you don't really need turrets later. Rather save your hard-earned gold and use it at the fountain to heal back up/get more hearts. Which is my next point on the list. [*]Fountains are OP. When visiting the end boss I had 13 hearts. I used almost all my gold at fountains. What you get is random but you will eventually get more hearts or heal. I had 1k gold, spent all of it before going into the last battle, and had 13 hearts + over 10 lying around the fountain for later use. I couldn't possibly die this way. If I get this after not even 2 hours of playtime, others will get it even sooner. [*]The game is short in total. I won my second try on normal difficulty (the others need to be unlocked first) without needing any of the 3 retries. I clocked in less than 3 hours at that time. I don't think I'm that good at such real-time strategy games so I guess others will win even faster. Also, there isn't much new to see after playing through it.[/list] [h1]Conclusion[/h1] Tunnel Of Doom is not perfect and it has its flaws. Don't be irritated because "the bad" looks like there is so much wrong with the game: There isn't. Most of this can be broken down into two things: 1. the balance is a bit off and results in being a tad bit too easy and 2. more that could be added to the game. Which is a good thing. I wouldn't suggest adding more or X/Y/Z when it wasn't good. The opposite is true. Tunnel Of Doom is a fantastic action roguelike game with tower-defense elements. Though they don't advertise this as being a strategy game first, this is more tactical than many other strategy games I've played this year. They really did great and mixed these genres very well together. I'm in love with this mix. I definitely want a sequel with more enemies, traps, turrets, weapons, and mysterious creatures waiting for me to talk to/deal with/give me events or something to decide. I definitely recommend getting this gem! [table] [tr] [td] [url=https://store.steampowered.com/curator/38553778-All-about-Strategy-Games/] If you like my review and strategy games, please consider following my curator page on Steam! [/url] [/td] [/tr] [/table]
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Languages: English, Simplified Chinese
| $13.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like TD and RL games so the combo is cool and has potential, but one mechanic I really don't like is, that enemies can spawn in rooms you already visited/cleared. And that really destroys the fun for me. Why? Because when you clear a room you will most likely harvest all props for resources which was used as natural cover or barriers. So now you come back into a room that is stripped clean and have a battle on your ass, HOW FUN! But not for me!
Great idea, poor balancing. The towers are too expensive and stores are few, so you have only 1 or 2 for a looong time. Every room you visit increases the number of enemies by at least 1. But instead of the basic roguelike mechanic "great risk, great reward", cleaning rooms doesn't provide rewards. You barely cover the resources used and risk your towers and your life. Perks are also very expensive and barely change gameplay. You can't build intricate designs for your towers, and the combat is clunky... I tried Cheat Engine to manually receive more resources, as a proof of concept. And I had A LOT more fun. Since I don't like to cheat in games, I decided to stop playing at all after a few minutes with CE... As the game is, the challenge arise from scarcity. But I think the challenge would be more fun with a lot of resources, but also more and tougher enemies.
하드부터는 재시작만 하다가 게임을 끕니다. 좋게 말하면 어렵고, 나쁘게 말하면 부조리합니다. 게임 스토리야 그렇다 보아도 로그라이크 요소로 간간히 계속 즐기기에는 컨텐츠 양도 적고, 특별한 매력도 없습니다. 더는 손이 가지 않을 것 같네요.
I was intrigued after playing the demo a while back but unfortunately after a couple hours I feel like I have seen just about all this game has to offer.
It's got some interesting ideas, but the game does a poor job at valuing the players time. Too much of the game feels like a chore and there's too much focus on clunky combat instead of tower defense stuff.
It isn't bad, but very short. You can either beat it on normal, or play the hard(doomed story) which makes it almost impossible without seeing waves coming, no map and halving your health and other detriments, so it becomes about luck more than any planning. The normal will take about 2 hours to beat and become quite easy once you get a few cannons. By the 3rd floor of normal I could afk on waves due to having 4 cannons set up, just had to attack for the mobs that were immune to being seen by the cannons. It isn't a bad game, just not much replay because you either do the ones that require strategy but are too easy, or go to the harder that are pure luck/random. The Dream Mode is also the same thing as hard, only you just go from room to room randomly without being able to buy new traps unless you get lucky and randomly move to a shop. Very short with very little replay factor makes this a no for me unless over half off. Without an endless mode with the normal options(at least seeing waves coming), there is VERY little reason to play after beating the normal mode since "random" tower defense is not fun at all.
A fun game with a unique premise. I enjoy the combination of tower defense, resource management, and dungeon crawling. The setting is unique, and the story is spartan but functional. A few points that I feel could be improved upon: [list] [*] Melee combat is very awkward. I assume this is intentional, to promote the use of defenses, but considering how frequently you'll have to take a pickaxe to a goblin I wish it felt better to do so. I killed a couple of friendly miners by accident simply because of how difficult it is to engage. The pistol is also quite inaccurate; I again assume this is intentional, but considering how valuable bullets are, I wish they were stronger on the whole. [*] The levels feel much too big for how much is in them. There are many empty rooms, and many rooms whose only purpose is another random battle against monsters. You can gather resources in these rooms if you don't waste too many on battles, so it's not a total loss, but grinding resources is rather tedious. [*] A general increase in the variety of defenses, enemies, and environment features would be much appreciated. It's a short game, but the large levels made me feel I'd already seen everything a level had to offer by the halfway point. [/list]
This game doesn't really need any tutorial, since it's pretty intuitive how it works and descriptions of items are clear. The game works pretty much how you would expect it to work, which is nice. It's a tower-defense like game, but every room is cleared pretty quickly, so you don't have to spend a lot of time in any single room. Because it's easy to understand how everything works and you clear rooms pretty quickly, you can be creative and experiment with different setups in each new room. During my first run I was a bit low on the resources, but on my second run I got plenty of resources and the game was really enjoyable. Usually I get bored and frustrated with games pretty quickly, but on my first playthrough I played for little over two hours on one go, which is a great sign.
[h1]《末日隧道》-不破的铁镐,不灭的意志[/h1] [h1]大乱炖?不,创新玩法![/h1] 当设置塔防和动作射击结合在一起会擦出怎样的火花?《末日隧道》作为一款官方表明的休闲roguelike游戏(实则还是挺难的,一点都不休闲),它的游戏构成是复杂的,塔防元素,物品资源管理元素等你都能在这款游戏当中找到身影,可能有人会觉得这么多元素组合在一起不就是大乱炖,缝合怪吗?这话说的其实也没啥毛病,但游玩下来,这些元素在此游戏当中所表现的没那么突兀以及违和感,倒不如说正是这些元素的组合大大的提高了此作的可玩性。 [h1]多样化的战斗[/h1] 该作当中的攻击手段是多样的,在主角下矿洞之前会从三种特性当中选取一种当作一个重要的buff伴随着你通关,揭示矿洞的种种真相。 当每个玩家来到大地图当中的小关卡,战斗不会立马打响。玩家会有一个准备时间,了解地图的周遭环境,构思好攻击路径,逃跑路线,布置好各种陷阱,建造好各种塔防来应对战斗。当然,你也可以选择直接开始战斗,靠着手中的镐头,走位a掉怪物哥布林,但这比较考验玩家的走位能力,以及对地图路线的把握。 值得一提的是,除了通过主角身上的道具来击败怪物通关,关卡当中也会随机出现一些具有杀伤力的道具(TNT,强光灯)来帮助玩家击败怪物,对于笔者来说,遇到这种关卡,我经常选择白嫖打法通关,不费一枪一弹,单靠关卡当中所提供的道具辅助通关。 再说说,道具在游戏当中是怎么帮助我们通关。游戏当中的攻击手段主要分为场景道具的伤害,主角的镐头伤害,手枪的伤害,各种障碍物提供的伤害以及防御塔的伤害。 主角自带的镐头伤害在游戏开始的前期是不可缺少的伤害来源之一,基于其前期资源稀少以及怪物的数量过少的境地,用镐头通关是第一选择。 对于玩家身上的远程武器枪,它的伤害我认为是没有防御塔以及障碍物所提供的伤害高,因为对于它在战斗中的伤害转化率太低,在于它的前摇过大,没有自动跟踪的buff只能进行与人物相同方向的攻击实属鸡肋,另外部分场景当中的部分怪物会对子弹进行反弹从而免疫远程伤害,远程武器在我看来有种食之无味,弃之可惜。 而对于场景的伤害,玩家会在随机的关卡当中遇到场景当中的照明灯,起初我以为只是普通的装饰品或是用于获取材料用的物品,但实则上照明灯对于怪物来说是有伤害。在几次的战斗当中,发现游戏当中的哥布林有一个弱光的特点,我们在战斗的过程当中,可以选择”王绕柱走“打法,绕着地图的场景,实现白嫖无伤。另外除了照明灯这个场景道具以外,会出现一个较为强力的道具TNT,当哥布林去到指定的地方可以引爆tnt达到清怪的效果,当然你也可以选择不使用,处理掉获取道具也是一个选择。 障碍物以及防御塔的伤害,我认为是游玩到后期必不可少的伤害来源之一。面对中后期几十个怪物的出现,单纯用铁镐攻击怪物的方式我认为是不合适(高玩当我没说),障碍物以及防御塔会为玩家补充较为强大的火力以及目标。值得一提的是,游戏当中怪物的目标不会只锁定主角一人,部分障碍物以及防御塔都会成为怪物的攻击目标,这便提高了通关的容错率。此外,也是我被坑的最惨的,防御塔对所有生物都会造成伤害,包括主角会受到防御塔的伤害。 [h1]资源需合理运用[/h1] 游戏想要通关,过的舒畅。资源的合理配置少不了。笔者的建议是对于前期只有几只怪物的情况下能用铁镐作为攻击手段尽量用铁镐,为中后期留下材料。遇到的各种能爆出材料的物品,我都做到了所到之处材料不剩的地步,因为这游戏材料真的很重要。 在游戏当中的材料主要有以下:木头,玻璃,石头三种。玩家的三种障碍物也是通过这三种材料制作而成的,刚刚也提及到了这些障碍物能对怪物造成伤害以及被怪物锁定成目标,其中的玻璃障碍物是笔者比较喜欢用的一个陷阱,因为它不会造成体积上的碰撞,在跑路以及溜怪的过程当中极为适用,虽然不会成为怪物的目标,但在实战过程当中伤害的转化率我认为玻璃障碍物应该是最高的。其他两种材料我往往会选择做成少量的被怪物攻击的目标以及提供给防御塔作为炮弹。幸好的是,游戏当中防御塔消耗资源的频率较低,不会把炮弹一下子打没,但当防御塔被破坏,耐久度为零之时,其所需维修的费用是昂贵的。 [h1]N种可能性的关卡[/h1] 游戏当中的地图是由一个个迷宫房间构成的,每一次进入的房间都将是随机的,每一次进入都将是惊喜或者惊吓。你可以进入商店当中购物一波(地图当中会标识好商店的方位),另外地图上有所标识的其他坐标有:最终的矿洞(地图当中会给出三个地点但只有一个地点是正确的)提供补给的矿洞(矿洞当中会出现三个池子,池子的功能分别为消耗50金币回复一格血量,消耗250金币获得一个特质,消耗一格血换取50金币)当然你也能够幸运地进入到没有怪物的安全矿洞当中大肆搜刮一波资源。在一些地洞下方也存在着藏有宝箱的地方,通过攀爬梯子,开启白银箱子获得不菲的奖励。倘若运气比较背的话,会遇到比较棘手的怪物蝙蝠。温馨提醒:游戏中最后关卡的怪物必定全为蝙蝠,通关有一定难度,需要充足的资源才能够有效应对。 [h1]浅谈剧情[/h1] 游戏是存在剧情但个人觉得剧情的展开较为薄弱,没有过多的互动环节,以及叙述。该游戏更多的是玩法上的体验。游戏的故事很简单,主人公的所在的小镇当中的矿洞发生奇怪的灵异事件,很多下矿探索的冒险者无故失踪,镇长只能关闭矿洞,而作为主人公的安琪儿的丈夫被迫困在矿洞深处,安琪儿为营救丈夫只身下矿营救。面对一波又一波的哥布林,见过一具又一具矿工倒下的尸体,end一次又一次的游戏,安琪儿心中救丈夫的意志无法磨灭。除了丈夫等待着营救,在通往深处的过程之中,安琪儿也遇见不少的矿工等待着救助,你是狠下心来,把矿工作为肉盾只为节约那一丢丢的材料,还是花费不少的材料制造强大的火力去拯救素不相识的矿工,这些全由玩家作决定。到了最后安琪儿能否找到丈夫,同床共枕,计划好曾经说走就走的海边旅行,这些也得靠玩家们决定。 [h1]一些想法[/h1] 1. 有没有考虑为我们的主角安琪儿添加新的装备以及新的动作进行更多手段的攻击,个人后期的游戏体验比较无趣或者重复游玩会略感无聊。 2. 商店当中,个人觉得应该售卖材料这样可以变相降低游戏的难度,提高游戏的休闲性。 3. 是否考虑能够增多怪物的种类,游玩下来就几种类型的怪物。 4. 个人觉得可以提高塔的存在感,具体游玩下来,个人觉得塔的存在感挺低的,一、塔会对玩家造成伤害 二、塔在每场战斗过程当中的伤害转化率略显鸡肋,有几率不会命中目标,感觉不如玻璃障碍物的伤害实在。 [h1]总结[/h1] 作为一款”休闲”roguelike游戏,其融合的塔防等元素,资源管理的考究让这款游戏带来了一定趣味,但游戏也确实存在不少值得改善的地方,希望开发者能够好好打磨作品,广泛听取不同玩家的意见,作出玩家们所想的游戏。 [b]个人评分(7分)[/b] [b]+塔防元素[/b] [b]+资源管理[/b] [b]+随机性的迷宫房间[/b] [b]-单调的攻击手段[/b] [b]-塔防存在感低[/b] [b]-后期体验单一[/b]
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