Alec: Yeah, I'm never really thinking about my progress through the dungeon. I'm just thinking about levelling up my character, smithing new weapons, buying specific thing x Which, I think, is at least partly the point.
It's a survival saga more than it is a victory saga. John: Yeah, that makes sense. What sort of starting character do you tend to pick? Or do you vary? Oh, and the one where you generate mana with each kill. What about you? John: I have avoided magic and crafting, and gone for weapons abilities. Plus always, always vampirism. I'm not sure how it's possible to play without it.
Alec: I tried that for a while, but ended up in too many situations where there was nothing I could safely fight to get health, and of course I couldn't use potions. You should try the magic. There's healing spells down the fleshsmithing tree.
Alec: And mathemagic has a random teleporation spell which is a neat way of getting out of trouble. Or into it. John: I'm really impressed by how much the levels vary each time. It surprises me by how different it can be to play. There was a spectacular moment when I opened a door and revealed a chamber that had perhaps a hundred monsters in it. I knew there was no hope. But it was fun trying.
Alec: Ah, the monster zoos. Surviving one of those is a hell of a feeling. There's a rare crossbow ammo type with a mininuke strapped to it. That's what you need for those. Also, the rogue skills eventually allow you to pick up traps, which are incredibly useful in that kind of event. John: I do get a bit cross with how buggy closing doors is though. Alec: Yeah, the camera angle strikes me as not quite right. There's always that one row of tiles you can't quite see. John: Yes, very odd.
I think what's most important is that discussing it now makes me very much want to play another game of it. Alec: Yeah, me too. I had to stop playing it because it was stopping me from playing everything else, but whenever I think or talk about it there's always that sense that I should go back.
I've got this idea for a build' or 'right, I understand that trying to disarm acid traps isn't worth the risk. Upon death, while you're probably furious, you never really feel hopeless or that the experience wasn't worth it - or indeed that it doesn't bear repeating. Showing 1 - 15 of 16 comments. I couldn't get myself to like it. Even though it has lots of classes and skills most of them feel kinda meh. It seems a lot of offensive skills scale badly, so you're just going to hit enemies with your weapon anyway.
Enemies mostly feel the same, they either use melee hits or magical ranged attack for the most part. Also a lot of skills aren't given proper description of what they actually do or how or with what do they scale with, so you'll have to use wiki a lot. This game needed few more patches, mostly in the balancing department and I would probably love it.
But unfortunately the company is shut down so it's probably never going to be improved. Some people enjoy it anyway and have put tons of hours into it though. But I would recommend buying Tangledeep instead. It also lets you mix classes, has good amount of features to it, yet isn't complex and its quick to get used to it. It has one DLC out at the moment, with another in the making. You can read my review of it if you want to know more.
Last edited by MaxBedlam ; 5 Aug, am. Sigma View Profile View Posts. Replayability is high. It's got a lot of classes, most of which are very vague in description However you can easily look up all this information if you're looking for some specific build. Many of them are funny and others are great homage to them. They did a really good job with this in my opinion. As far as roguelike goes, it's "probably" one of the easier ones.
I have almost hours into the game, almost all achievements, and I still love the game. If you're looking for a roguelike that allows you to go to town, talk to npcs, venture out into the wilderness to look for caves or enemies, and such That's not a true roguelike and will never be.
This is a straight up, although at your pace, 10 to 15 floor dungeon with randomized: shops, monster zoos, events, quests, etc. The game is very cheap, 5 bucks for so much content.
There's nothing preventing you from getting a refund. If you truly do like roguelikes, this is a must play. Two very different replies, and I'm not sure which one would fit my own tastes more, either way, thank you both. Originally posted by Sigma :. Originally posted by ChibiCthulhu :. Last edited by Vantezzle ; 5 Aug, pm.
Originally posted by Tezzle :. Haldurson View Profile View Posts. Dungeons of Dredmor is a 'pure' roguelike, but with the option of playing without permadeath I don't recommend that, but if it's what will get you to play, then go for it. If you play the game as if there ARE classes, then you are likely going to make a ton of mistakes.
What I suggest when first starting the game is to NOT try to create a "Tank" or a "Fighter" or a "Rogue" or a "Mage", but instead, simply pick skills that appeal to you, that you think might be fun. And then when you die, try different skills. And so on. And you will die a lot. And if you follow my advice and play with permadeath, then you will simply roll a new character and try again.
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