
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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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[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]
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.
[quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote] [h1]剧情梗概[/h1] 一个以采矿为生活来源的小镇闪金镇,矿洞内却频发失踪事件。搜救无果后,为了避免更多的人员失踪,镇长无奈只得关闭的矿井。故事中的女主角安琪儿,也因为矿井的关闭导致丈夫被封锁在了矿洞之中,不甘等待的她决定拎起自己的矿镐,深入矿洞,寻找并拯救自己的丈夫。 可面对洞中丧尸般的怪物,她才发现一切没有想象中的那么简单,而她也只得利用矿洞中临时获得的材料,搭建防御,抵御一波又一波的攻击。 [h1]游戏玩法[/h1] 《末日隧道》是一款带有塔防、资源管理类的轻度rogue游戏。玩家需要在随机生成的矿洞地图中,收集每个关卡可获得的材料,并搭建临时防御,消灭每一波出现的敌人。 游戏的主人公每次下矿洞之前,都会随机刷出3次随机特质,可以根据自己的游戏玩法来选择其中一种。随机刷出的特质类型差别很大,比如可以在下矿洞前立刻获得一份材料礼包这样的辅助特质;也有着子弹跟踪、投掷物品跟踪这类的辅助射击特质;更直接一点还有矿稿基础伤害+1这种伤害提升特质。 游戏一共有着50个不同花样的特质供玩家刷新选择,开局一个好的特质对游戏有着很大帮助。 对于我个人而言,特别喜欢在塔防布置中放置玻璃渣,敌人踩上之后必掉一滴血,所以玻璃材料消耗的特别块,而如果配合特质“有几率额外获得玻璃材料”简直是有如天助。 [h1]随机矿洞关卡生成[/h1] 进洞后的第一个地图关卡算是一个安全屋,里面提供了一张地图(也是本轮随机生成的地图一览),以及初始材料若干。 材料呈现的方式是散落在地图中可敲碎的物品,比如桌椅、玻璃瓶、小型石块等。对应着的是木头、玻璃、以及石头三种材料,材料种类说是过于单调也不为过。但是别看只有三种材料,也会经常因为材料不足难以组合而头疼。而后玩家可以根据地图的道路移动到下一个矿洞关卡,大多数的矿洞关卡则是需要布置塔防消灭敌人的关卡。 游戏中的塔防并不复杂,初始会给一个木桩加农炮做为主要攻击性设施,并配合木质路障、岩石路障、玻璃渣路障三种对木桩加农炮进行一个防御巩固。对的你没有看错,防御“攻击设施”。游戏设定敌人除了会攻击人类之外、其次会对这些设施进行攻击。而我们正好可以利用这个特性在攻击设施外布置一层可对敌人造成伤害的路障,比如我最喜欢的玻璃渣路障。 每进入一个关卡前,都会告诉你会有几个敌人需要消灭,可以合理的布置防御设施。因为不论是路障还是攻击设施都有耐久,当消灭完该关卡的所有敌人后,会根据道具的耐久进行回收,被敌人毁坏会将直接失去该物品。所以前期的木桩加农炮算是比较珍贵的道具了。前期布置防御消耗过去,后面的关卡敌人刷的多材料反而不够用,资源还算是比较紧缺的,需要合理搭配。 好在地图关卡中也设置了商店,玩家可以在其中购买额外的攻击设施,比如岩石加农炮、玻璃加农炮等等(道具名一听就懂)。除此之外,也有钥匙、炸弹、替身草人等消耗性道具供玩家选择。比较有意思的是,商店的商人似乎是与攻击我们的敌人同一物种克瑞根人,与他对话后他会告诉你矿洞突发状况的原因。游戏剧情比较薄弱,也就不多提了。 我们的女主拎着矿稿进矿洞,那么自然矿稿也就是作为玩家进行攻击的主要道具,在矿洞中也会随机刷出一些手枪、来福枪作为远程攻击的道具。因为游戏以方格作为定位,所以远程手感并不好。 除了刷怪矿洞、商店矿洞之外,也有纯刷材料的矿洞以及特殊矿洞。特殊矿洞中会有三个小池塘。水池:消耗金币回复血量;特质池:消耗金币获得随机特质;血池:消耗血量获得金币。 特质卖的比较贵,至于是看脸刷特质还是留着金币购买或升级攻击设施全看个人玩法了。 说到看脸,有一些矿洞中会刷出水池,你可以消耗20金币许愿,许愿后你可能获得材料、获得血量,也可能只是许了一个愿(再赌一次)。 [h1]游戏体验[/h1] 游戏目前来说,短时间内有一定的游戏体验,塔防与随机地牢的结合,动作rogue与收集的搭配,还算是比较新颖的,但是就目前内容来说经不住重复游玩。 因为塔防玩法有限、随机性也局限于地图布局和敌人与材料的刷新,玩家的新鲜感很容易在重复游戏中褪去。 游戏已经在4月30号正式推出了官中,且参与了向死而生的特卖活动,对这类玩法有兴趣的到时可以尝试一下。
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