Mighty dungeons обзор

Обновлено: 06.07.2024

I can't with good conscience recommend this game to anyone. It's a straight mobile port. It does well to adapt to different resolutions but the art used in the game really doesn't stand up to being brought up to HD. The asthetics the art goes for though are pretty lovely, I have to admit. It evokes the themes of the old HeroQuest boardgame mixed in with the classic old fantasy art tropes of that era, which I think looks fantastic. A little silly, but there's nothing wrong with light hearted fun!

Fun though is something this game lacks. The primary gameplay is wandering through a tile-based dungeon, bumping into enemies and then fighting them one on one. No matter how many enemies are in a room, you will never face them at the same time. They'll get in line and take turns being beaten up by you. What groups of monsters do is give something they call a 'gang' buff; when you get into a fight with a monster that has other monsters close by, it gets a +50% buff. I'm not sure what exactly gets buffed, if it's a specific stat or just straight up all of them, but they do get noticably tougher.

Dealing with them doesn't change, however. You just click until they die. You drink a potion every once in a while if you're taking damage, or you can use a spell charge if you're feeling fancy, but that's really it. Whether you play the Assassin, the Water Demon or the Ninja, you'll be doing the same exact thing, using the same tactics. All that changes between them is that some have access to different types of gear from shops, but even then the gear doesn't add anything but flavour. It's all just pure stat bonuses; a bonus to attack or a bonus to defense.

If you play this game for more than five to ten minutes it quickly becomes terribly boring. The game is best enjoyed, I believe, in short bursts on a cellphone or a tablet, where it shines. There the lack of tactics don't mean much because you're just grabbing it for a tiny bit. Kill a few monsters, do a quest, get some gold and get a little tougher. The utter lack of depth is completely fine in that setting. It's ironic then that the cellphone version is less than half the current price (at the time of writing) than the PC version.

Right now the game is being sold for $5.99 with a -15% special promotion that drops it down to $5.09. Meanwhile you can get the game for your Android at $1.99. No joke. You're paying $3 extra ($4 after the sale ends on March 10th) for a far inferior experience, which I find terribly dishonest. I don't know why mobile ports feel like they have to charge double or triple or quadruple the mobile prices. Oh well!

All in all, I suggest you give this a pass. If you're a fan of boardgames, this does not invoke any of the old joys of HeroQuest or its ilk. It's not a good RPG, or adventure, or a good exploration. Check out the mobile version instead.

Пользователей, посчитавших обзор полезным: 17
Пользователей, посчитавших обзор забавным: 2 This game sits in my wishlist for a long time but during this summer sale I decided to buy it. Started with a barbarian to learn the mechanics. Made some bad decision but I am able to finish the first 3 campaign easily. So far so good. I gathered enough points to upgrade so I have increased attack speed, attack and defense for my bloodthirsty barbarian. Rushing through Chaos Gods campaign gives me the first surprise: end boss wipes the floor with me. From 2 hits. WTF? OK maybe I missed something so let's get back to Skeltor campaign. End boss kicks my butt. Again. What the hell is going on here?
After reading through the Steam forum (because there is no any in-game or offline manual) I found that this is some kind of difficulty curve, means if you upgrade your character monsters upgraded too. This works fine for thrash mobs, but bosses get CRAZY HIGH stats you never can beat them. Upgrading your character again will upgrade the bosses too and so on, and so on.
I understand the concept but this is silly. Character upgrades should be rewarding not punishing. I have to go back to early levels to farm gold, upgrade my equipment to compensate (!) my character stat upgrades. Or start a new character and completely AVOID ANY CHARACTER UPGRADES which is ridiculous in an rpg game.
As much as I enjoy the game until this point I am so disappointed and can not recommend it. Пользователей, посчитавших обзор полезным: 13
1 пользователь посчитал этот обзор забавным

For some reason, I thought I liked this lite RPG back when it was on iOS. I'm not really sure why that was, because playing through the PC version revealed it to be a relatively brainless and lackluster experience.

Gameplay-wise, playing a warrior class is a rather easy and boring experience, with the only interesting parts of the game being your first campaign or so, when you still have to trade off between trying to hit enemies in the head for high damage but only a 25-35% chance to hit, or hitting them in the body for normal damage 100% of the time. Quickly, however, you reach the point where your equipped weapon is good enough that you kill most enemies before they get a chance to attack you, and after that the only real threat comes from enemies who can do hundreds of damage if they get a turn. "Fortunately", though probably not for game balance, this is a game with purchasable invincibility potions that last an entire fight (or five!), making even those a fairly easy task. I can't say how it'd have been if I picked a class that focused on spellcasting, however.

The game also generally lacks in interesting loot until the last campaign, with almost everything being buyable in the store rather than being found in a dungeon, which ends up adding to the mediocre feeling, especially since the majority of the armor items only have two or three varieties, meaning that the only items that even really drop are weapons and potions. The main exception is the final campaign, which adds a bunch of weapons stronger than the previous best weapons near the end of the game. as well as a limited-use weapon called the Soul Eater that kills anything in one shot, but only has five uses. Fortunately, the blacksmith in town will repair it infinitely for free, so it really has infinite uses once you get it back to town.

Engine-wise, the game also is rather lackluster, suffering from notable slowdown if the game is left open for a while, slowing down when I attempt to purchase toolkits, having some issues with line-of-sight being drawn through solid stone blockades or other walls at times, and the last campaign giving me several crash-like bugs, where nothing in the game would respond to clicking any more, as well as outright crashes in the last mission. Also, once a mission's requirements are complete, all of the enemies get random-seeming stat boosts, making them much harder than they would be. As a result, it's almost always good to kill everything in a mission before you complete the requirements for it, which can be awkward and appears to be the result of either a bug or an undocumented (at least, so far as I could see) feature.

The story is also lacking in most places, mostly being mission descriptions that give an excuse for why you're hacking up monsters in nearly identical-looking dungeons and short in-mission blurbs often riddled with typos. The only obnoxious bit I really remember is that the final campaign ends with a cultist saying their dark god(dess?) will soon revive. and, well, that's the end of the last campaign. That said, story is clearly not supposed to be the draw of this game.

Graphically, the game is rather boring and repetitive. until the last campaign, which has some issues with the tileset at times (external walls not being visible until the inside of the building is visible in the town maps, for instance) as well as some minor issues with how tightly-packed some of the maps are, but which is way more visually impressive than the rest of the game. Unfortunately, the seven campaigns before the Black Sheep campaign have you basically going into areas that all look the same again and again. While some of this is clearly due to the HeroQuest inspiration, HeroQuest was working with the limitations of a physical board and still included custom tiles for every expansion.

Last but not least, this game loves hilariously blatant copyright violations, which I found kind of amusing - the hidden campaign is almost exactly the original 12 missions from HeroQuest translated to the game's format, and there are cameo appearances by Drizzt do'Urden, Raistlin Majere, Liliana Vess, and Sephiroth. A bunch of other stuff in the game also uses names and terms (like deity names and locations) from Dungeons & Dragons. While Hasbro/Games Workshop might frown at the Origins campaign if they knew about it, I still felt it was a cool addition. The other stuff just seems silly and unnecessary.

All in all, I can't recommend this game, mostly because almost all of the game is combat but it doesn't have a very solid combat system, instead having one that quickly devolves into "hit attack until the enemy dies, or drink a potion of invulnerability at the start of combat if it's really nasty and then hit attack until the enemy dies." The bug-ridden engine, lack of interesting loot, and general bland and repetitive feeling of 7/8 of the campaigns are also issues, but the core gameplay not being fun is the main reason this is a thumbs-down.



Mighty Dungeons представляет себя, как нечто среднее между «олдскульными» играми, вроде Hero Quest и Warhammer Quests, и видео играми, вроде Diablo и Dungeon Master, но правда в том, что она на самом деле довольно прямолинейна. Это, правда, не обязательно плохо, но я думаю, что стоит сразу сказать о чем мы тут говорим, по сути, это обычный исследователь подземелий с простым, и как следствие через некоторое время надоедливым, геймплеем.
Но не смотря на не самое лестное начало, должен сказать, что это одна из лучших игр в своем жанре в смысле визуализации. Графика очень детальная и красочная, с персонажами и соперниками представленными в виде портретов, которые двигаются через самые разнообразные локации с яркими и детальными текстурами. Как практически все игры в жанре, карта представляет из себя прямоугольные комнаты, которые соединенны длинными коридорами.
Передвижения осуществляются довольно просто, нужно всего лишь кликнуть в нужном месте. Если предположить, что нет никаких препятствий между вами и вашей целью, вроде монстров, ловушек или закрытых дверей, то вы перейдете туда очень быстро и прямо, не зависимо от того, как далеко вам нужно идти. Открытие дверей и исследование предметов так же просто, нужно просто подойти к ним и после кликнуть по интересующему предмету или двери. Если кликнуть дважды, то можно получить дополнительное описание того, на что вы смотрите. Все немного обстоит по другому в сражениях.

Upgrade your purchase of Dungeonmans to include the Dungeonmans Soundtrack and Dungeonmans Almanac, a combination art book and game guide.

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Рецензии

“Dungeonmans is a proper roguelike, the kind filled with turn-based fighting, scrolls and horrible death. Knowing my next character will potentially level up faster and hit harder on his way just make me want to keep playing until I can trounce everything in sight.”
Kotaku

“I had such a good time with Dungeonmans that I found myself bumping games off of my top 5 list for 2014 in order to make room for its last-minute inclusion.”
RPGFan

“These instances of survival like that aren’t incredibly rare but they happen just enough that you scream out in exaultation like I did and are renewed to continue. This is honestly one of the funnest roguelikes on the market. It’s probably one of the most welcoming. You will die, I won’t lie about that, but you’ll have fun while doing it and want more!”
Indie Gems

Об этой игре

Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Serious gameplay surrounded by a light-hearted atmosphere, designed to evoke the feel of history's great RPGs and dice-slinging adventures around the tabletop.

Adventure begins at the Dungeonmans Academy, an ever-growing bastion of learning that expands and evolves based on the efforts of its graduates. As heroes return from their journeys burdened by giant piles of precious loot and ancient wisdom, the Academy grows and future graduates are able to take advantage of this knowledge, starting with a leg up on their quest to avenge the bold graduates who fell in previous battles.

The vast overworld teems with adventure! There are indeed dungeons deep and plentiful, but also dripping swamps, deathless crypts, huddled warrens, forest camps of bandits and highwaymen, ancient towers ruled by powerful despots, and even more terrible dangers waiting in the darkest shadows. A Dungeonmans rises to the challenge with a healthy mix of Skills and Masteries, fighting up close, at range, with steel and spell alike. Unfettered by "class restrictions", a Dungeonmans chooses the right tools for the battles ahead.


1

This small, yet simple dungeon crawler reminds me of the older games from back in the late 80s and early 90s. It's turn based and after each dungeon run you can go back to the shop for upgrades and/or repairs. Search everything because you may find much better weapons and armor than what you are currently using. The closest game I could compare this to would be the old "Temple of Apshai" with better graphics (but not by much) I have not found any bugs. All missions are straight forward and you can leave the dungeons at any time. Don't expect this to be a high graphic or rich storyline game just take it for what it is. A simplistic, turn based, dungeon crawler. If this is your type of genre, I give it a 7/10.

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