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Here's my elevator pitch for Dungeon of Endless:

"It's a rogue-like, tower defense game with Left 4 Dead finales thrown in."

And it truly is an amagame of these things. It's like an rogue-like RPG in that you're exploring a randomly-generated dungeon and dealing with the enemies and other things you encounter there.

The tower-defense element pulls heavily from real-time strategy and role-playing elements. There's a pretty meaty three-resource system that you engage. You build machines to generate more of the resources then use those resources to build all kinds of offensive and defensive weapons or to level up your heroes (each with their own unqiue attributes, powers and weapons to equip).

Every time you open a door in the dungeon your machines produce the goods. There's also a chance of enemy waves spawning -- that's where the tower defense comes in. You need to build defenses to prevent them from running roughshod over your stuff (and eventually destroying your precious energy crystal). Smart, strategic exploration plays a big role here, creating choke points and making sure that enemies don't swarm you all at once is key to survival.

Once you find the exit to the dungeon floor there's a final event where you must manually carry your power crystal from the start of the dungeon to the exit -- all the while fending off enemy's. That's where the Left 4 Dead allusion comes into play. These final runs can go horribly if you haven't powered and defended the path.

Since I've been playing there's been constant adjustment to the economy and difficulty of the game -- this is the kind of fine tuning you want from a game that's in Alpha. But throughout I've had fun playing the game. Even when the tuning made the game insanely hard. Even when the game is broken Dungeon of Endless is fun.
Publicada em 30 de junho de 2014.
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