
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.
Modeled estimate, not a reported figure. How we estimate →
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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 | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't understand the neg reviews. The game is enjoyable and it has a very cure graphics. I like even the combat system.
A little Slow going at first, but all in all the game is fun. The tower defense aspect + the crafting and main Po tag being able to fight as well is a nice blend. I would say that this game is not a must have but it is a nice to have kinda game. I'd say get this game ether at full price or on sale ( if your lucky ) but at ether price the game is worth it.
有中文,先好评。fanatical,它处自定义包入的本体约5元,目前就这,看以后追评。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Video of playthrough: https://www.youtube.com/watch?v=eph3RPJYmCc Overall a good game, and definitely would keep playing as more updates come out :) Pros: -- cool concept & the tower defense is fun -- Cool variation on TD levels due to the different rooms etc. Cons: -- having to replay rooms isn't engaging (it's just takes time -- the setup takes so long) -- Not enough level or enemy variety (ie not really any mini-bosses / and only a few enemy units) -- Was surprised at how short the dungeon was -- just 3 levels and that's the end of the game - probably would prefer more levels and phases but with fewer rooms / map (the huge amount of rooms per level also was a bit odious) -- Narrative isn't so strong, but that's not really the point
本作是一款包含塔防要素的像素风肉鸽迷宫冒险游戏,玩家需要扮演一名前往矿井寻找失踪丈夫的女性,在错综复杂的地下迷宫中探索,救助遇难矿工,抵御食尸鬼与蝙蝠等敌人。游戏中可以挥舞锄头四处翻滚,砸坏桌椅,敲碎酒瓶,收集各种碎片化资源,当作武器或是建造建筑与陷阱迎击袭来的邪恶生物。不愿构筑塔防也可以亲自近战周旋或者直接掏出枪械教育一番。游戏玩法有趣,喜欢roguelike冒险的玩家不妨体验一番! [quote] [b][u] ❀书以一家之言🌸而荐一人之好❀ [/u][/b] ❀欢迎→🌸 [url=https://store.steampowered.com/curator/33500409/]月骨星魂 [/url]❀←关注~❀ [/quote]
Tunnel of Doom is a 2D retro pixel hybrid top down shooter/brawler and tower defense. It uses the "roguelike" moniker to inform gamers that the developers didn't bother doing any level design. Gameplay consists of fairly simple brawling stuff with a slight ARPG tone, and of course building towers to help survive the waves of baddies. A degree of effort went into the mechanical design of the game and slapping on a VN front end, which is in stark contrast to the phoned in, obsolete pixel "art" and procgen-instead-of-content design shortcuts. The concept is not without some potential, as game franchises like Sanctum and Orcs Must Die clearly demonstrate, but the difference is that those games are professionally developed and didn't take shortcuts. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. While you can tweak the resolution for the game, this doesn't fix the pixel jaggies, it just scales them... no matter what you do, there's nothing that can improve the poor quality, obsolete visuals. The game features no proper level design or game/story flow/plot, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level/map design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is often used to make retro pixel shovelware and cash grabs. These technical defects push this game below acceptable standards for any modern PC game. The game has a preposterous $14 USD price tag... for 2D retro pixel crap... the same price can get games like Sanctum 2, which has contemporary 3D graphics and no lazy shortcuts. Decisions, decisions.
Unfortunately, cant recommend this one. Will try again if theres a large balancing patch, but currently the lack of viable strategies make this pretty uninteresting to play
this isnt doom eternal wtf
看了一下中文评论区,几乎清一色都是鉴赏家,还全是好评,游玩时长可能都不足以通关一次,所以我打算作为一名玩家的身份客观的讨论(吐槽)一下这款游戏。 首先这游戏我刚玩的时候还是觉得很新奇很有趣的,心想这游戏怎么着都不足以沦落到褒贬不一,直到我花费6.7小时通关了一次普通模式(没错就只是普通模式,也可能是我太菜了),我才忍不住来评论区吐槽。 第一,游戏玩法就是一款动作类肉鸽游戏,融合了收集与塔防要素,而问题就出在收集与塔防要素上,什么叫我辛辛苦苦收集的材料三下五除二就给我炮塔用完了,完全入不敷出,更何况材料还要用来塔建道路或者保护炮塔上。 没错,第二个问题就出在保护炮塔上,本身材料就很稀缺,炮塔又很脆皮,第二层开始炮塔真就一下就被秒,维修还要花费一大堆材料,请问我怎么够用?维修一下就光有炮塔没弹药了,而且就算有石墩保护炮塔,也有那种恶心的飞行敌人吐火直接攻击你的炮塔,让炮塔着火,如果没刷水井放上水加农炮就当个无能的丈夫吧。 第三就是难度机制,谁能想到作为动作肉鸽游戏,机制会不鼓励玩家把所有的房间探索完,探索的房间越多敌人数量就越多,而材料不会随着探索的越多给的越多,每间房就那么点材料,越是拖到后面你就越辛苦,消耗的弹药就越多,材料就越少,且几乎每间房都有敌人。 第四就是炮塔了,我真不知道这游戏是怎么把炮塔做成比敌人还恐怖的,因为材料的缘故,很多时候得玩家得下场输出来省一些,但这byd的炮塔敌我不分,挡住弹道就把你当人机清了,那我不挡你的时候,你打怪的时候给我打准了啊喂!还有就别好几个同时打一个啊,弹药就是这么浪费的!接着就是水塔灭火没人家纵火快,眼睁睁看着道路被烧开一个口,敌人从那个口蜂拥而出肆意妄为我又得当无能的丈夫了。 第五就是地形了,很多时候我的水塔和火塔就是摆设,完全没有用武之地,只要没刷水井或者篝火,你就用不上,就算刷也不会有两个以上,所以买多了就是浪费钱。还有就是这游戏有很多坑,这些坑会爬出很多怪物,会打乱你预定要让敌人行进的路线。因为材料的缘故坑肯定是不能补上的,所以就准备迎接漫天飞舞的蝙蝠吧。 第六就是成长要素,作为肉鸽游戏,局外成长是没有的,局内你也很难,先不说给的钱很少,钱还要用到升级建筑、购买建筑和买道具上,我怎么可能买的了多少越买越贵的特质,所以只能做取舍了,要炮塔还是要特质,反正道具我是不怎么买的,一次性效果又拉,这一间用了下一间房敌人更多。 第七就是人质了,这是给特质最多的途径,但这人质我真不想夸他,人质不给移位置就算了,还老是放门口,你得分出很多精力和材料去管人质,人质死了啥也不给还扣一滴血,救下来就看脸,运气好给一个特质,运气不好给两个石头打发叫花子。 第八就是内容量了,主角除了镐子、左轮和步枪就没有其他武器了(黄金镐子只有最终BOSS能用一下所以我觉得不算),后两个还要消耗弹药,以及比命长的前摇和堪比光头强的准度。当然如果你想的话可以把材料当武器使,但炮塔就当摆设了,制作组是真搞不清楚供需的吗? 第九就是敌人了,敌人种类不算多,但能飞行的个个都恶心,出怪很乱,每一两秒出一个,没有喘息机会,要不就把敌人堵在门口杀,要不就防守失衡,堆成怪海,整个房间就你在跑,后面全是追你的怪,反正现实中我没那么受欢迎,这游戏到可以体验一下,反正很难体会到作为塔防游戏的乐趣。 最后就是我感受到了制作组满满的恶意,游戏有很多细节之处,不过这些细节都在想怎么弄死玩家,比如在墙上刷一些蜘蛛,眼睛吓一靠近就被打一下(PS:虽然说可以利用蜘蛛打怪,但你这前摇又长伤害又低,还不一定打中一下真的有必要吗),或者贪那一点材料挖堵住洞穴的木板,一瞬间飞出3只超雄蝙蝠咬你一口,又或者隐藏房间那数不胜数的飞镖等等等等。虽然也有诸如光芒或者瓶子这些正面的,但是打到后面几乎就派不上什么用场了。唯有老鼠得了MVP,没这些老鼠我可能都不知道死了多少回了(老鼠就是每打完一间房有很大概率刷,打死就掉血)。 总结:是M可以玩一玩(喜欢挑战高难),反正KEY很便宜,像素画风我也很喜欢,也有很多创新之处,细节也不少。不过反正我是没有挑战困难模式的勇气了,也许有什么很容易通关的玩法,反正用正常的塔防思维应该是不行的。我也是用邪修玩法通关的,具体怎么做还是你们自己摸索吧,笑。
Played for a bit, doesn't feel or play the way I thought it would based on the videos. Wasn't really impressed with anything. Inventory management was clunky but more importantly I didn't find the game fun and it was very, very repetitive. Refunding, and I can't really recommend this game in its current state.
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Players by region
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