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Saturday, October 21, 2023 2:09:31 AM

Endless Dungeon Review (Kavrick)

Endless Dungeon feels like it was made by people who did not play Dungeon of the Endless.
That would be the simplest way I would describe Endless Dungeon. It has cool graphics, punchy, modern (kinda) gameplay, and has a bunch of current-day features that you would expect from a game these days.
Damn shame that in order to have good graphics, games need to be watered down. I'll go through some things that make this game incredibly simply compared to the first game.
- Less characters
- Characters no longer have unique skill trees from leveling up, instead gaining random perks via a level up machine. This massively devalues the importance of who you bring. In dungeon of the endless, each character would gain specific perks at specific levels, making them have a lot more depth than their initial abilities. For example, there's a character who at level 3, and always at level 3, gains the ability to turn kills into food. With this system replaced with a random perk system, that depth of character selection has been removed.
- Turrets no longer just cover the entire room. Now, you might think turret range would mean that there's more depth, right? Wrong. With the ai pathing being incredibly simple and turret placements all over the place so they rarely overlap or really cover efficient ground, this game will make anyone who plays tower-defence games regularly groan. The aoe debuff turrets are basically useless because they only slow down or debuff enemies within a tiny area, so good luck making that synergize with your other turrets. Also, this means that big rooms are no longer the chokepoints you want, the only rooms that matter are the narrow rooms because narrow rooms means easy overlap for aoe.
- Armor and items are gone. That's it, those are no longer in the game. You can get a single, shitty trinket that usually has downsides attached, aren't you happy?
- Melee characters don't exist. Just that, nothing else.
- You no longer can find characters during your run, so your party is completely static and there's no risk to characters dying because they can just be revived for free.
- The gunplay sucks. Yeah sorry but auto aim and infinite ammo just means that gameplay consists of me pointing my cursor at a horde of enemies and holding right click while pressing q whenever it's off cooldown. I honestly preferred strategically placing my characters across the rooms.
- Dust is gone, kinda. You no longer select what rooms are and aren't powered, this removes a bunch of depth. You get dust every now and then that can power on unpowered rooms, all this really is used for is activating research nodes or upgrade nodes. Nothing else.
- Big nodes only have resource income now, no more global buffs or choices
- Enemies have types and weaknesses. You'd think this would be a plus, but it basically just means 'put the right damage type at the right entrance' like I'm a child putting the circle block in the square hole.
It really is a shame, to get a decent, modern-standard game, we had to sacrifice all the depth and strategy of the first game. I guess action sells more than nuance these days.
All in all, to conclude my review: Where the fuck is the elevator music? 0/10.