This way when playing the game the pool of possible items that I could get is rather lower and more suited for what I wanted - buying too many items means having too large of a pool which isn't good for levels that have a timer on them. Early game I went for Fire as well and sometimes late game. Because of this approach I only built 2 tier 1 item shops, their tier 2 upgrades and 1 tier 3 upgrade aiming for Arcane/Growth/Holy type abilities since the Alchemist/Mathemagician suppots these card types. getting armour 4 makes you tanky as hell, but if you're playing an alchemist, who gets a bonus to life gained, you might wanna invest more to something that gains you life and leave the blocking to the "spikey" brawler.Īll in all, I wouldn't say the game is revolutionary, but if you're into rogue-lite games like Desktop Dungeons, this game might interest you.I pretty much specialized my guild to suit a type of dungeoneer (went with Mathemagician). What's more, choosing the correct class/blessing for the dungeon is also quite important, as is knowing which items are gonna make good combinations with others (i.e. There is some random factor in which cards do you draw, but if you check your opponents abilities (which dictate the cards he gets), you can predict what types of cards he's gonna get to some extent, so you can choose more than the 1 turn ahead that is displayed, which cards to keep and which cards to play. The final quest of the first quest arc got me over 1500g, which was enough to buy 3 tier-2 buildings, opening a lot of new possibilities. The further you get, the more gold you get as a reward for quests, so you don't have to worry about having to farm 40 50g dungeons for a 2000g building (you can't even). The only gripe that TB mentioned that I'm experiencing as well is the slow-ish animations, but I don't really mind that much. As far as I know, the game doesn't have these by itself, so far), but it certainly doesn't feel dull or repetitive to me on the first playthrough. It might lack some of the replayability of those titles (if I complete the game and it goes the way the first arc went, I don't see myself playing it again, unless they add something or I do some self-imposed challenges, like completing the whole game with the scrub. The game feels like a mix of Hand of Fate and Desktop Dungeons (note, the TB's DD video is quite old, the game has changed quite a bit, got a Steam release, but the thought and the game mechanics are still the same.), which were both games I enjoyed very much. I got 6 hours into this game yesterday and I can say I'm certainly gonna play more. Nothing disappointing at all - I think I got something worth my money - but also nothing I would praise before my friends too much. The idea and some of the functions are great, but I think in the end it ended with a sadly not too good game. Would be a good 10 minutes mobile game with this neverchanging short dungeons. But at this point in time it was quite a nice ride for the first two regions, but now I'm just looking into it from time to time just playing one level and leaving. Like a "real" leveling system with the dungeoneers keeping levels and loots between the dungeons until they die. I think, I could look over the repetitive functionality, if there was something, that would keep me going outside the dungeon. With no penalty at all, I just didn't care and just stopped renaming the little ones. bad after that, there was a dungeon where I (bad luck ahoi ) got killed like ten times in a row before finishing the first mission. The first time I renamed them and was sick as fuck, after the first one died in die 15th run or so. (b) The messing overall progress leads to the fact, that I just don't care anymore about the dungeoneers. ![]() It's repetitive as hell, because there is no overall progression between the dungeons besides from "This is your new dungeoneer. The name changes, or sometimes some of the way the enemies are working, but even after 20 dungeons it's always things like "defeat 3 enemies", "this one will run towards you", "kill this one in 10 turns". To start each dungeon with a level one hero and bring him slowly (or in three fights ) to level four may be good at first, but in the long therm it leads to two points: I think the biggest reason for that would be the leveling-system. I played like five hours of it to finish the first set of dungeons and sadly the joy went down the longer I played. bought it the day, that it come out and wasn't disappointed.
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