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Credits & Info

Feb 26, 2012 | 9:43 AM EST
  • Daily 4th Place February 27, 2012

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Author Comments

HardCore Complex Classic RogueLike RPG

Version 1.09.
Fix Mana regeneration bonus.
Reduced High Level Enemy Magic Damage.

Quick Guide:
Tip 1: Good start is important press random buttons few times at charter creation screen ;).
Tip 2: First time visiting town press [Town Info]
Tip 3: Replay missions to gain extra experience, skill point, items and gold.
Tip 4: Spend Skill Points and Experience each time you visit town.

Keys: In town use mouse press town info to see what to click on.

Dungeons Keys:

Walk and basic attack.
Click Icons Of Direction with mouse or use keys
[7] [8] [9] [Num Lock ON]
[4] [5] [6]
[1] [2] [3]

[q] [w] [e]
[a] [s] [d]
[z] [x] [c]

Using Skills: Press Skill Icon With Mouse.
Use [Space] key to cancel skill use.

There is in game tutorial in dungeon section.

if you have any tips ideas let me know in comments ;).



Rated 4.5 / 5 stars

Mechanis are good, but apparently I never liked this kind of games. It gets repetive quickly.


Rated 2.5 / 5 stars

It's got detailed mechanics for sure. However, it's just way too clunky a game to be any fun. The movement system is horrendous, with the game experiencing a brief lag before actually moving and it doesn't allow you to simply hold down the button to keep moving in a direction (this is HUGE for any movement heavy game, and especially rogue type games. Clicking every single time is going to get repetitive really really quickly). There are tons of grammatical and typographical errors in the intro alone which could be easily fixed by any kind of word processing program's spell and grammar check. The stats and skills I can see just from a cursory glance that you really poured a lot of hard work into and that's really the only thing that makes me slightly regret not playing this through longer. I personally usually like rogue games, but this one is incredibly slow-paced, even for a rogue-like game. Far too slow paced for my tastes. I could tell from the first dungeon that I was going to be bored out of my mind moving through the empty spaces for a very long time since the moving is so slow. I can't stress this enough that quick movement is crucial to a rogue-like game being fun. The point of the rogue game is a focus on quantity of dungeons over quality of dungeons, with a reversed focus on quality of mechanics over quantity of mechanics. The fun isn't from exploring the dungeons, the fun is from building the character. You want your players to be able to traverse a dungeons quickly at first to build up a cool character, and then extend the dungeon lengths as your player becomes more invested in your game. You need to grab their attention first before diving them into the long haul. I'm sure there are tons of dungeons that I didn't experience, but I just didn't want to keep playing because of this slow movement system. Change the movement to happening as immediately as possible, and it will be that much a better game, I guarantee it. Also, though I only got a quick look at it (only encountered one), the fights seem a little bit lack luster. Though this is usually par for the course in rogue games, you might want to think about polishing it up a little. Make it look a little more interesting. That's my two cents on the game.

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Rated 4 / 5 stars

It's called RogueDungeons, but there's no "rogue" class. :(
I'm not really sure what my human huntress is going to do if she can't shoot a bow.

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Rated 3 / 5 stars

An okay game, i guess. However, a little too slow-paced if you ask me. I'm more for the traditional RPG-fighting system. What i did like about the game was the stats effects more than just their main skill. I did like the music too. Could you please name the music used in the intro, and in the first dungeon?

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krell1983 responds:

Music is by Kevin Macleod.


Rated 4.5 / 5 stars

Claever RPG game. I've gotten up to quest 15 or 16, any have some observations.

The little distribution chart shows you where to put your points . Nice idea.

It would be nice to have more cover available against magic users. I had to replay Quest 14 at least 9 times. On the second or third level I would invariably get jumped by ghosts or wraiths out in the open, with 6 or 7 of them pelting me from a distance. At one point the exit was generated 5 steps from the spawn point, so I ran out. Got credit for finishing anyway. After completing the next two dungeons, I still got killed 4 more times going back into number 13.

Some more variation in treasure items would be nice. The skill system is another feature I like, and is a nice bit of chrome in what otherwise might be a mediocre game.

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