Translated by
Microsoft from French
Microsoft from French
Game of type rogue-very-Lite, IE with very few elements RPG. The equipment is inxistant, the system of items rests only on playing cards that one can buy or dropper. The level-mounted ones give automatic features that are automatically distributed.
Only 2 classes of perso + 1 unblocquable, it's little!
Innovation is the introduction of the Dungeon building system as a Tetra, because it is up to the player to build it! It is a very important part of the game because we spend more time in construction than in combat, because if the tactical errors are very penalising, the laying of rooms to the bad POON leads to a certain death. That said the level of difficulty strongly decreases as the perso takes levels, the strangest for example is to have a very strong boss at the end of the easy mode and bosses rather easy thereafter...
This game is CERTE refreshing but it is rather short, once the character becomes strong it is almost impossible to lose. Moreover there is no sandbox mode contrary to what is assumed by the achivements.
Finally the devs could have put key redirects options, but nothing AutoHotKey can handle.
In a future little update be?
Translated by
Microsoft from French
Microsoft from French
Dungetris, it is a Dungeon crawler that is created by randomly generated pieces of form close to a Tetris with various elements, monsters, chests, doors, etc... as well as walls that will block the player in his journey.
We start in a space of 9 free squares and we put the pieces to be able to move forward and thus accomplish the quest demanded like killing so many monsters, killing a boss or laying so many blocks.
The player and the monsters move at the same time except for the laying of the blocks which is "independent" of the other actions.
And if not, the game is good?
In itself the game is friendly without yet shine, but that the keyboard is in QWERTY and not configurable is annoying. (Except by the famous macro ALT + SHIFT that causes a lot of problems for users of the Adobe suite at last.)
But in my eyes the two biggest problems are the random generation that is really random and that greatly penalizes the construction of the level and the kind of inertia when waiting to put a block. To explain this, imagine a horizonal line that one cuts in 10 parts, they are called 1, 2, 3, etc... If I leave my block waiting for the fourth part of this line, it can, by the scrolling of the game and the waiting time, go either in 3 or 5.
This is very penalising and I had to repeat levels several times because of this concern. Placing a vital block next door is often fatal and requires finding solutions. Accumulated 3 bad pose and it is the reset assured.
In short, the game deserves your interest but do not expect anything else from a friendly game.