Sentences with phrase «dungeon layouts»

"Dungeon layouts" refers to the arrangement or design of rooms and passages within a dungeon or similar enclosed space. It explains how different areas are connected and organized, often including traps, obstacles, or puzzles to navigate through. Full definition
The developer also promises more details and better lighting in the interiors as well as more varied dungeon layouts.
If you can see past it, I thoroughly recommend it as the way it makes you think about dungeon layouts and puzzles is great.
Aside from its short length, I would only point out the sometimes confusing dungeon layouts and certain room types as flaws of significance.
The new Zelda that is currently in development seems to be a proper open world, moving away from the hub zone - dungeon layout of Skyward Sword and providing that feeling of an expansive world to travel through that many 2D Zelda fans feel have been missing from 3D Zeldas.
Players will have to carefully manage familiar mechanics like bonfires and Estus flasks as they progress through randomized dungeon layouts, encountering equally familiar enemies and bosses as they do.
As the simple dungeon layouts and low difficulty level suggest, the game is mostly aimed towards a younger, less experienced audience, but veterans of the Final Fantasy series shouldn't be put off by this, as the well - implemented fan service more than makes up for it.
The next entry of the Etrian Odyssey ® Untold series is essentially two games in one — the first, a Nintendo 3DS update to Etrian Odyssey ® 2: Heroes of Lagaard (released on Nintendo DS) with new dungeon layouts, new graphics, and system improvements from the recent Etrian Odyssey ® Untold.
There are only a few different kinds of rooms the game generates and, while the enemy variety, item placement, and dungeon layouts keep things interesting, there's only so many times you can go through the darkened cave or lava maze before a «been there, done that» feeling sinks in.
Master Quest features different dungeon layouts and amongst other things.
But the heavily action - based play style is still as solid and addictive as it always was, and while the game's messy dungeon layouts haven't aged as well as its setting or story, it's still easy to see why Ys has remained popular all these years.
It's employed constantly throughout the game, never in a way that feels cheap or forced, but in a manner that challenges you to consider what is possible given this new ability, some well designed dungeon layouts, and a plethora of items.
Positioned as two games in one, the reworked Heroes of Lagaard adds revised dungeon layouts, graphics and system improvements, while the Untold portion refers to a newly penned story mode that sees players adventure with a fixed party, voiced dialogue and animated cutscenes.
Chasm is a Metroidvania with a promise of a kind of random dungeon layout.
Maybe a remixed soundtrack, an optional hint system, or even a special mode with alternate dungeon layouts and slightly less grinding required?
Granted, in traditional roguelikes there was no guarantee of an interesting run with a diverse dungeon layout and exciting secret rooms, but there was enough variety in the procedural generation that interesting or exciting runs were much more common.
Predecessors A Link to the Past and Link's Awakening feature complex dungeon layouts where rooms interconnect like cells on a chess board, divided by doorways that require keys to open.
The bonus dungeon layout from the DS port was retained.
- This is Zelda through and through, but it's not as good - 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 - It's not innovative - The worst part, though, is that enemies respawn — incessantly — even when you remain in the same general area.
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.
All of the dungeon layouts are procedurally generated and are comprised of both randomly generated rooms as well as precrafted experiences.
You're beholden to the procedural generation when it comes to items and dungeon layout, but my experience in this regard is generally positive.
For what it's worth, the dungeon layouts are quite good, nicely demonstrating the team's experience and maturity at working with pre-rendered areas.
Even so, learning the dungeon layouts and figuring out how to best use the game's sytems for survival is satisfying, and boss encounters are rare enough that they're thrilling when they're discovered.
One of the bigger features added are the Chalice Dungeons, which promise unlimited replay value thanks to dungeons layouts that are randomly generated each time you create one.
Players who toy with the title's Plan system can extend that duration even longer, as they are able to tweak a number of elements in the game, from enemy difficulty to dungeon layouts.
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 particular, the dungeon layouts themselves are uninspired and lack some challenges.
I'd like new landscapes and dungeon layouts, possibly restoring some of the structure trimmed down when Secret of Mana changed from a Super NES CD game to a regular Super NES cartridge.
However, the dungeon layout does prove a bit frustrating in later levels, as there is no in - game map and many tiles of the dungeon will teleport or rotate your party without it ever being obvious, just like in the ancient Wizardry games.
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 huge cast of fighters all sport stand out designs and the dungeon layouts they run through are filled with grand creatures.
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