Dungeon Drafters is a roguelite deckbuilding game by Manalith Studios! Explore the dungeons, grab boosters, and defeat bosses!
Let me say this outright, the game is absolutely gorgeous. Very, very pretty. Plus the option to change the palette to be absolutely blinding is actually great (and funny) if your eyes can handle it and it's a fun little nostalgic tidbit.
One cool point I found out is that the character you choose at the beginning is pretty much cosmetic since you can equipment any deck loadout, but you unfortunately can't change it later on which is a small loss.
The mechanics themselves remind me of Pokemon Mystery Dungeon (without the 8-directional movement), Into the Breach, and [Slay the Spire] all mixed together.
So another little disclaimer that while I'm writing this, I've obviously not experienced everything this game has to offer. I've only ever used the starting cards for the red-haired magic girl, as well as other raider cards and the traveller cards.
And I learned from a handful of runs that both movement and *card synergy* is wildly important to have a successful run. Traveller cards are good in both since they offer a lot of extra moves and movement abilities and that pairs well with the raider's attack cards.
The issue is that some builds are going to be way stronger than others and a handful won't even be viable. And because the dungeons of the game are so long, it becomes a real challenge to be able to survive 4+ floors to beat the game,especially since there's no way to empower yourself during the run. What you have is what you get, so to say.
Which, in my opinion, is both good and bad. Good in the sense that challenge is good. It forces you to strategize in both preparation and execution. The right synergies and the right in-combat decisions to help you succeed. Bad in the sense it becomes incredibly hard to actually finish the game (part of why I'm writing the review before I do finish my time the game). And honestly, many roguelites suffer from that problem anyways (where runs are too long compared to your ability to get stronger).
I'm not quite done with my time in the game. At some point I wanna try a turtling/healing build as well as a build where you get a ton of minions/summons. I also want to *attempt* to do the last dungeon, but I have high doubts I'll be able to actually complete it.
Dungeon Drafters is a really cool mix of dungeon exploration and deck building.
Dungeon Drafters is a roguelite deckbuilding game by Manalith Studios! Explore the dungeons, grab boosters, and defeat bosses!
Let me say this outright, the game is absolutely gorgeous. Very, very pretty. Plus the option to change the palette to be absolutely blinding is actually great (and funny) if your eyes can handle it and it's a fun little nostalgic tidbit.
One cool point I found out is that the character you choose at the beginning is pretty much cosmetic since you can equipment any deck loadout, but you unfortunately can't change it later on which is a small loss.
The mechanics themselves remind me of Pokemon Mystery Dungeon (without the 8-directional movement), Into the Breach, and [Slay the Spire] all mixed together.
So another little disclaimer that while I'm writing this, I've obviously not experienced everything this game has to offer. I've only ever used the starting cards for the red-haired magic girl, as well as other raider cards and the traveller cards.
And I learned from a handful of runs that both movement and *card synergy* is wildly important to have a successful run. Traveller cards are good in both since they offer a lot of extra moves and movement abilities and that pairs well with the raider's attack cards.
The issue is that some builds are going to be way stronger than others and a handful won't even be viable. And because the dungeons of the game are so long, it becomes a real challenge to be able to survive 4+ floors to beat the game,especially since there's no way to empower yourself during the run. What you have is what you get, so to say.
Which, in my opinion, is both good and bad. Good in the sense that challenge is good. It forces you to strategize in both preparation and execution. The right synergies and the right in-combat decisions to help you succeed. Bad in the sense it becomes incredibly hard to actually finish the game (part of why I'm writing the review before I do finish my time the game). And honestly, many roguelites suffer from that problem anyways (where runs are too long compared to your ability to get stronger).
I'm not quite done with my time in the game. At some point I wanna try a turtling/healing build as well as a build where you get a ton of minions/summons. I also want to *attempt* to do the last dungeon, but I have high doubts I'll be able to actually complete it.
Dungeon Drafters is a really cool mix of dungeon exploration and deck building. Totally recommend for those who love both.
Risk of Rain 2 is a co-op roguelike by Hopoo Games! Loot chests, kill bosses, and charge up that teleporter!
I feel like I have a love/hate relationship with this game. But that's because I'm playing it with the same crew as I did with Deep Rock Galactic and the mechanics feel more punishing.
With that said, the game is pretty dang good! It's full of action and exploration. Getting the right build is usually a challenge (unless you've got Artifact of Command on and can just choose your items!). You can get severely overpowered when getting the right items and it's real fun.
My issues with this game start with opening it. Incredibly long load time for whatever reason. But that's only a slight issue, no real effect.
I think that the game is really, really unbalanced. Some survivors are effective, but most aren't. Or, they take a specific build and playstyle to make them effective. And the point I'm making is that characters aren't effective. I simply won't play Commando or Engineer or Captain or Acrid because Bandit and Artificer (in my opinion and with my playstyle) are more usable and more consistent than the others. The difficulty spikes because their abilities can be pretty situational, or offer a different style of play.
Take Engineer, for example. He's really defensive, with his turrets and shield. But since I play with loot goblins who I call friends, I can't feasibly use him.
In another facet, many survivors are really immobile. This can make things tough in later stages when surviving (and honestly, traversing through the stages themselves) requires an increased ability to move. Requires as in, it'd be real difficult if you, for instance, didn't have a dash or the double jump item.
For all it's worth, I think this game is pretty fun. There are some good times to be had, but I recommend playing with friends!
Risk of Rain 2 is a solid entry for those interested in co-op roguelikes, especially when you've got friends to play with!
hi friends! here to let y'all know (again) that I'm posting stream highlights over on my YouTube channel! so if y'all don't have time to watch whole streams/the time isn't good for you, then these <20min highlights might be for you!
I always appreciate if you share with friends/those you think might be interested!
Still being a Game Enthusiast™, now with more content!
Henlo friends! Here we play games and sometimes try to make them, too! Feel free to send in recommendations in my asks!
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Currently Playing: Dungeon Drafters
Excited For: Tavern Talk! Bits & Bops!
Reviews are posted Mon/Wed/Fri when available (cause I can't play games that fast)! Check out my Master List for words on every game I've curated so far!
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