Into restless ruins (Restlessly waiting for the gameplay to begin)



PR: You're some sort of adventurer with the task to slay some boss in a dungeon, but plot twist, the dungeon core is missing and the architects were like "Meh, let him build the dungeon himself if he wants to adventure", so, you're handed a bunch of blueprints for the dungeon and you have to make a path balancing navigation with other rewards, like additional damage and extra energy, only there's no balance because bad navigation gets you killed and the extra damage upgrade is irrelevant, like diminishing five percent or so. The extra energy then also proves to be useless because you only want the cheap stuff that's small with one way in and one way out, so that's exactly what you end up doing, a big hallway. 

Now, I read a lot of dungeon core lit, I played a few games that involved building dungeons and none of these contents have offered such a poor dungeon building experience. Long story short, you go from the entrance to the hallway, to the campfire to restock on exploration time, to hallway, etcetera, until you reach the final boss room where you simply use hit and run tactics just like you do with the common mobs since, apparently, having a subpar dungeon building experience on the game that advertises itself as a deckbuilding dungeon architect wasn't enough, so you also get subpar if not outright shitty combat which is you auto-attacking at a certain range while avoiding contact damage from the mobs. You defeat the final boss, but turns out that there are more bosses and more areas which are, of course, identical one from the other. 

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