A door isn't inviting thanks only to what the resulting room may contain (upgrades, loot, the zone's exit.) but also because it is a bloody door, cha-ching. This gives every single door intrinsic value, no matter how plain-looking or suspicious. You need cash to build turrets (and do other things) and although you can build generators to increase your earnings, you don't actually trigger those earnings until you crack open a door. But it is a remarkably elegant design decision. This sounds very boring and straightforward. Because, let me tell you, this game does the humble door absurdly well. Or more importantly, in deciding which door you will next crack open like a cold and sometimes lethal beer. Decision-making during a run comes not from boon a la carte, but in deciding where to place your handy turrets before a big wave of nasty drones appears. Like Hades it is, at times, a "busy" game. The disco of attack shapes lighting up the floor, the chests allowing for mid-run weapon swaps, the post-death chit-chat with a cast of likeable misfits. I make the comparison to everyone's favourite Greecelike because Hades-heads will probably feel at home with the combat here. But if you missed that, just imagine escorting the mulebot from Deep Rock Galactic through a sci-fi Hades. The studio behind the game established this neat formula of defensive dungeon dipping with the inversely named Dungeon of the Endless back in 2014, so this is sort of a spiritual successor. On the hoof you'll also build defensive turrets in the power outlets that litter the floor of each chamber. Each run sees you (and up to two friends in co-op, if you like) guiding a small, spidery robot, the Crystalbot, between glowing sockets as you look for a viable path through locked rooms. Image credit: Rock Paper Shotgun/SegaĪ familiar loop, but the dungeon's in the detail. Happily, there's a device, the "reloader" which zaps your revived corpse back to a friendly saloon, complete with bar and stage band, where you spend "cells" and "scraps" on upgrades to characters and weapons, making your next delve a little easier. You want to find a way off, but the answer lies deep in the station's bowels, and inevitable death awaits. You play a posse of spacefolk stranded on a monolithic space station, titanic both in size and wreckishness. Now that you've been pacified by the imagery of a steaming bowl of pleasing dungeon gumbo, you will forgive the 400 words I have written below about doors.īefore that, the basics. A tasty one-more-go-er, perfectly suited to serving up in these dreary autumn months. It sounds disgusting when I type it out loud like that, so let's pivot to the reliable food analogy. Endless Dungeon is a very splashy, confidently clever roguelike about spannering turrets, hosing bullets, and popping bugs like angry little pimples.
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