I'd like to see a return to traditional
dungeon design with unique themes and bosses.
Not exact matches
The aside of two well
designed dungeons with creative boss encounters within makes this one of the most successful updates to ESO to date, but none of the updates come without their own issues.
Beautiful, intricate
dungeons are
designed for players to explore in a more RPG - oriented style and a single player mode is available
with access to an admin panel that allows the player to craft, create and have fun
with no threat of danger — similar to the Creative mode in Minecraft.
Pros: Great visuals and music,
with plenty of Zelda - style gadgets, varied monsters, and decent
dungeon design.
With only minor variations, Oceanhorn shamelessly borrows from the Zelda series, copying enemy
designs, the ocean sailing from The Wind Waker,
dungeon layouts, and characters like a certain water princess.
The game uses the Active Time Battle system for its combat, which hopefully needs neither introduction nor any additional praise at this point, and the
dungeons are
designed fairly well,
with plenty of good treasure waiting for those who explore thoroughly.
An action RPG
dungeon crawler
with an old - school aesthetic, Cladun is
designed to be played in short bursts, and very little else.
The
dungeons are Oceanhorn's tasty chocolate center, filled
with mazes and monsters that are well
designed and executed.
You see, Warlock is essentially Sid Meier's Civilization V, except the
design team replaced all historical influences
with a
Dungeons and Dragons manual.
Hero mode slightly improves another issue
with this game and that is that you actually have reason to spend money do to the game having no fairy fountains (throughout most of the game) and not hearts being dropped, this also showed that the game has a desperate need to refill your bombs and arrows through sets found in chests, I think if there was some sort of shop at the entrance of each
dungeon it could be a better
design choice.
With the benefit of having played the newer Zelda games, I didn't noticed before how block based this game is, in regards to the
dungeon design.
Some are much harder than others,
with Sector Eridanus being the standpoint in terms of
dungeon design, but this challenge is important both gameplay-wise and narratively.
Chasing after the stolen relics takes the pair all over Granvallen, which is a wonderfully
designed continent full of unique laces and interesting characters to discover,
with the combat exclusively relegated to some deep
dungeon dives.
This game is
designed for people
with too much time on their hands, most folks will never bother
with crafting or delving an onslaught of
dungeons just for a flashy looking skin.
If you're looking for a
dungeon crawler
with some serious mileage and an unrivaled artistic
design, Stranger of Sword City absolutely deserves a place in your Vita collection.»
The
dungeons themselves are well -
designed,
with an adequate — but not insurmountable — challenge, and plenty of secrets to find.
Characters are likable and the game manages to be genuinely humorous,
dungeons are well
designed with engrossing puzzles, the 8 - bit and 16 - bit switching is well utilised and the soundtrack is ridiculously good — the game has so much going for it.
The music is great
with a lot of enjoyable tracks, the characters are some of the most vibrant and interesting, and the
dungeon designs are amazing.
However, players won't be satisfied
with SMS - era technology for the 3D
dungeons in a Megadrive game, and it doesn't make sense
with our
design plans either: everything has to be rotatable, floors, ceilings, etc, and that would take up far too much memory.
Haque [official site] is a fantasy rogue - like
dungeon crawler rpg
with an interestingly pixelated game
design.
* The entire game is made up of vibrant, hand - made and fully animated pixel art * An original thematic soundtrack *
Designed from the ground up for use on touchscreens * Comes
with a tutorial, a web manual, a how - to - play gameplay video, and more ways to help you learn * From Dinofarm Games, the creators of the hit
dungeon - crawler 100 Rogues
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to
designs of the environment based on the issues
with visibility, especially in
dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles
with a full party of four and more important elements have not yet been shown
I do have one gripe
with the graphics — each and every
dungeon or small path you enter has the SAME
DESIGN.
You can also
design your own
dungeons with the Dungeon Creator and upload them to the internet for others to experience.
The level
designs are once again on par
with Miyamoto's Zelda
dungeons or just about any other impressive example you could conjure up.
Each
dungeon looks the same as the last,
with minimal differences such as the
design on a door and some having multiple levels.
Building on the success of the original Ludum Dare prototype - and
with the assistance of game designer Rodain Joubert (Desktop
Dungeons)- the company is using its core ethos of a minimalist
design to create its unique debut title.
Haque is a fantasy rogue - like
dungeon crawler rpg
with an interestingly pixelated game
design.
Looking at the mountain ranges and fields; corrupted castles and farmers» huts; enemy encampments and hidden
dungeons, it's clear that this game has more in common
with 1986's The Legend Of Zelda's
design than any of the games that have followed it.
Whereas Shadows of Valentia suffers from uninspired level
design, it makes up for it
with its twin armies, fun
dungeons, and returns to form.
Each
dungeon certainly has its own identity and personality
with some really clever
design around light and dark, varying heights and water levels just to name a few.
Spell effects are absolutely gorgeous, and combined
with the elaborate setpieces and creative enemy
designs, DS3's visuals are unmatched among
dungeon crawlers.
This rogue - like
dungeon crawler is
designed around ASCII characters, and everything from the
dungeon layout, creatures and weapons is crafted
with symbols that populated late 90's FAQs, forums, chatrooms and readme files.
In the mall, you'll be facing off against some original monster creations, some that pay homage to survival horror games, and other kinda creepy zombie enemies who weren't fortunate enough to retain their human hearts (and adorable
designs) like our Undead Darlings, such as the zombie
with a bag o» knives (left) that appears solely in the shopping mall
dungeon.
Normally when you're exploring a
dungeon in a Zelda game, each one is intricately
designed around one or more items that you use to get around, culminating
with a
dungeon that uses many of these at once.
I could get past the horribly
designed «raid»
dungeons after you beat the game (Not talking about The Pitioss Ruins, that was fun / challenging, sometimes annoying
with clunky controls but different and rewarding in the end)
Although I enjoyed Spirit Tracks, the weak world and
dungeon design combined
with the Temple of the Ocean King, made it hard to enjoy.
Tri Force Heroes follows in the footsteps of Four Swords and Four Swords Adventures as a Zelda game
designed for multiplayer
dungeon crawling
with the one and only Link - only now there's more than one of him.
Everything I had ever expected from a modern day JRPG is still present in Final Fantasy XII - the open - ended exploration, well -
designed interconnected areas, sprawling cities
with various NPCs which change as the story progresses on, and seemingly endless side - quests and optional enemies,
dungeons and hidden treasures.
Additions can be obvious or subtle, and
designing dungeons with all these options is really fun.
Maybe this has to do
with the whole loop theme the game has as a whole, but it gives a feeling that there was a lack of effort put into the
design of the
dungeons.
Oh, I'd spend hours per day in those early games, but I wanted to chill
with friends, make stuff, run
dungeons with people without worrying about level discrepancies and gear and all the obnoxious mechanics
designed so transparently to slow me down and make me pay to grind.
Zelyhn is a well - known theorycrafter who has been highly active on elementalist forums and in the
dungeon community, contributing together
with Haviz to
design the ever - versatile D / F build.
Inspired by video games such as Dark Souls, Diablo, and Monster Hunters; Preta: Vendetta Rising is
designed to be a challenging hack and slash
dungeon crawler
with various multiplayer modes.
With Persona 4's dungeons, each one boasted their own aesthetic variances and visual design, but each floor and respective section of a dungeon felt decisively repetitive and stagnant, with the actual floor layout being procedurally genera
With Persona 4's
dungeons, each one boasted their own aesthetic variances and visual
design, but each floor and respective section of a
dungeon felt decisively repetitive and stagnant,
with the actual floor layout being procedurally genera
with the actual floor layout being procedurally generated.
While the
dungeons are varied as you explore forests, caves, tombs and lakes, the
designs are quite bland and boring
with mostly linear paths and simplistic detail.
However, its creative implementation of a
dungeon crawler game
design coupled
with some puzzle elements prove to add some enjoyment later on down the line.
The
dungeon layouts are very well
designed,
with each room easily flowing on to the next, I never once got lost or stuck
with where to go.
The palpable distance of each note gels perfectly
with the dusty, long - forgotten visual
design of the
dungeon to create my favourite
dungeon music from Skyward Sword..
The huge cast of fighters all sport stand out
designs and the
dungeon layouts they run through are filled
with grand creatures.