Dungeons & Treasure VR reviews

Translated by
Microsoft from Russian
Roguelike with nice graphics, so far with four different data. At the beginning to play difficult, no weapons, no bonuses, farm for a long time and a little annoying. But earning a certain amount of coins and opening new items begins the fun. Weapons and items are quite a lot, when you go into the room to open items, please note that there is also a lift, for example, in the room with weapons, too, three floors. In Multiplayer Game Unfortunately, I have never been caught by other players, do not know why. Sometimes fall under the texture before the most bosom, a couple of times the game was stolen, from the abundance of mobs in the room can start wildly lagging, especially on the side. There is a choice of management, but at Lokomusheni there is a nasty slip. Having Passed the game on 2 laps, 8 dungeons strongly pumped the game loses its meaning, just the same in a circle, there is no plot at all, before the replay of ISAAC is far away. The Main problem is the Unity engine and disgusting optimization, 4 level with 10 fps, and the boss in general in Stimvr throws. P.S. with the merchant can be negotiated differently:D Game Gameplay: https://youtu.be/wkGRb2PSbtE
Translated by
Microsoft from Russian
Bought a game on sale (50%) was very pleased. But There is a lot of "but" 1) Game on top of the complex... Until I had a good time (about 2nd level). Then you can purchase in the "Store of items" and buy absolutely any item that will be out of the opponents. -From this moment starts the Legkonya, and all 4 levels are passed on cheers. 2) A Little content (I passed the game for the first time in 4-5 hours of play) and as if after the first passage all starts on the new but a little bit amplified opponents. 3) Not optimized: When you shoot 20 arrows with penetration through enemies: clean peep music/shots/noises. The Game starts to slow down wildly, although I play on 7700 To/GTX 1080/32 GB RAM 4) Probably The most important point: The game has no concept of "base damage": * Let's Say we have a starting damage of "100" * We raise the item which increases our damage by 10% by the total we get "110" damage. Seems like everything is logical, but there is a "BUT" * as soon as we raise another item which increases our damage by 10% We do not get "120" damage and the whole "121". That is, each item increases/decreases the total value of the damage. Let me Explain: At the beginning of the damage will be 10 and as a special difference in 10% damage does not feel. BUT there is one item in the game that gives 50% damage. And Imagine we got it 10 times. The Game instead of the correct count: 10 + (50% * 10) = 60 Considers It like this: (((((((((((((((((((((((((((((Damage to get in this game is not easy-it's elementary. Also Elemental All Damage Lose if you raise the "Debakers" by the type of "broken quiver" which reduces damage by 30%. Overall The game is good. A Good idea, and by passing it a couple of times is definitely worth it. Until you regret the damage in 100 to, there is no longer a point to play. April to 100 + damage (watch from 2:34:02): https://youtu.be/_tcol6U47lw?t=9242
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