![]() The key thing to realize with Dungeon Crawlers is that it is extremely fun. This genre is something that many players will be familiar with and Dungeon Crawlers represents the genre well on iOS. ![]() Battles are very strategic and players must use each characters strength or the unforgiving AI will be victorious. If a character is defeated they are gone until the start of the next dungeon level. Players must use their characters wisely to overcome these encounters. These can range from a handful of monsters to more than ten. On each floor there are also encounters, or groups of monsters to fight. It is important players find these secrets in order to not miss key items that will improve their characters. Each level has hidden trophies (small figures hidden on the map) and secret rooms. Players explore the dungeon level by level looking for treasure and secrets. As players progress through the dungeon their characters will level up and be given new abilities. Each of these characters has special abilities that make them strong in certain situations. There is a tank/melee fighter, a magic user, a rogue, and a healer. In Dungeon Crawlers players take control of four heroes each with a specific role. It has a strong D&D 4E flavor with video game features to fill in the storytelling. Obviously looks better outside of a camcorder.Gameplay:
Dungeon Crawlers is a turned based adventure where players control a team of four heroes on a quest to clear out a dungeon of monsters. Here's some weakman footage of the Mac version while you think it over/wait: If you don't, pray devs Dinofarm Games and Fusion Reactions do the smart thing and get it on Steam or suchlike soon. So, on the Mac App Store now for $4.99, or on portable iThingies for free. You'll also find the likes of rocket-toting robots and evil giant Popes in there. It's also capable of being supremely silly, as the Finger of God spell in the pic above suggests. Haven't bought all of the extra bits, but the Skellyman Scoundrel class I did, and the somersaulting, bomb-chucking skeletal rogue was totally worth it. It's an example of microtransacty stuff I'm OK with, as it's adding to the variety and scope of the game rather than having you pay for totally incidental or balance-changing stuff. It's been updated regularly since release, with both general new content such as extra items and balance fixes as well as microtransaction stuff like new classes and modes. But you cash out with a score, a list of monsters you managed to kill first and, if you've been exceptionally clever and lucky, a few trinkets stored in the randomly-appearing big blue locker that the next of your characters to find will be able to access. The game does a fine job of gradually and randomly equipping you with things you're damned sure can get you out of any trouble, but at some point either chaos theory or a reckless decision, such as wandering into the middle of a large room rather than keeping your back to a wall or lurking in a doorway, gets the better of you and BAM. When death comes, it's almost always suddenly and horrifyingly. While it can be completed (and I've heard folk with brains highly attuned to roguelikes say too easily so, but that wasn't the case for me), what it's really about is surviving for as long as possible and seeing how that compares to your last fatal dungeon crawl. It's turn-based and and is positively built around permanent death. It's easy to start playing, but requires an analytical mind to get anywhere near conquering it. The fighting is highly tactical, the exploring is random, the collecting is random and the levelling is part of the strategy. Those things: fighting, exploring, collecting, levelling. What it does, and why I like it, is take the very core of roguelikes and work on making those as compelling and tight as possible. If you want a hardcore, complicated survival game this isn't for you. In the grand pantheon of roguelikes it is but a baby - very little you need to get your head around except fighting and eating. Now, it's also available for Mac computers, via the dark devilry that is the OSX App Store. I played the hell out of it on my Pad of Eyes for half of last year, and would confidently call it one of my favourite games of 2010. It's called 100 Rogues, and it's a jolly, accessible but thoroughly brutal roguelike originally created for the eyeTelephone. There is a new exception to that, and a game that I dearly wish was on PC. We're not big Mac users ourselves, but that's mostly because most of the games are on PC, mostly. Macs are just PCs in better clothes but with narrower minds, so we can write about them here. wait, what was that? Did you hear something? Better hide. Sssh! Keep it quiet or someone will hear.
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