![]() The aforementioned escape pod premise is how you choose your characters to start with. Will your chosen team survive and escape the dungeon’s floors? Plan carefully and you just might. ![]() It’s no walk in the park, but that’s the biggest appeal of the game. It’s simple to start, but gets more complicated as you are forced to manage various energy resources while keeping your team from dying during combat. This premise mixed with roguelike elements, tower defense gameplay, and resource management creates Dungeon of the Endless. You don’t know exactly what you’ll encounter upon landing, but what you do know is that you’ll need to fight for your lives and make it to safety. It seems as if only two people can fit inside it, so it’s up to you to decide who is going. The thump of stone trap doors and the vivid TNT explosions feel immersive in your palms – it reminded me of the excellent HD Rumble functionality baked into the Nintendo Switch’s Joy-Cons.A spaceship is crashing and the escape pod is being launched. ![]() The game also boasts a strangely exceptional use of the Xbox controller’s rumble system. I’m hoping these were just local to our internet and not worldwide, and I’m sure they’ll be ironed out ASAP – but it’s still worth noting.īeyond the disappointing missteps, Dungeons has plenty of pleasing features, including a robust accessibility menu that presents itself at the start of the game and a handy chat wheel for in-game communication. There was also a good amount of lag when playing in co-op, and a few connection glitches meant either one of us had to restart the game or we had to swap hosts to get a level to load. We managed to break one of the early missions by exiting through a door without the key item, to do some extra exploring, which forced us to restart the map and lose our progress. Unfortunately, we also caught wind of a few annoying glitches. This is what put me off from playing it through again, though I feel as though it’d be fun to return to for a few hours every now and then if I could summon a few friends. Rather than introducing late-game enemies earlier or mixing up combat arenas, the same enemies merely hit harder and have more health. I was disappointed by the difficulty of my second playthrough, which seemed very numbers-based and not curated. Even so, the adrenaline-pumping swarms of skeletons and spiders that arrive in later levels make for some hilarious moments of fear and luck, where we’d escape a game over by the skin of our teeth or figure out an enemies foil on the fly. We died a lot trying to figure them out, and they certainly constituted the best moments in the entire game. These combat challenges graft in enemies from Minecraft lore and adapt their abilities in an appealing fashion, with some playing like bullet hell mini-games and others requiring synchronised use of the environment to pummel burly beasts. Luckily, Dungeons is no slouch in the difficulty department, and in our playthrough, we came up against some tricky challenges that required logical combos and build-tweaking to take down the boss battles that can blindside you in the midst of a swamp or a fiery forge. ![]() There could have been a reason to explore if the game was keen to let you keep your favourite weapons, but instead, it all just boils down to currency and integers. Because of the game’s procedural loot system, no one weapon holds any desirable weight to it. I wanted to be able to physically dig through walls and uncover exciting areas and challenges, instead of constantly feeling like I was trapped by the level design and taking part in the same optional battles. Plenty of other dungeon crawlers do this well by offering more substantial secrets and hidden treats. ![]()
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