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Reviews for "Micro Dungeon"

Excellent widget

It's simplicity hides its fun factor, and I could definitely see this game being a widget in either windows or MacOS, or even as a mobile game. I would recommend a few changes to the combat engine, so to allow a Guard to still deal damage, but less than normal while increasing defense. As it stands, there isn't much strategy involved and it would be nice if there was.

Without the hunger clock it seems like the player is merely wandering about the dungeon -- not that that's a bad thing, but personally I find battle against starvation as one of the key elements of roguelikes that pushes the plot the player creates along.

Very fun and simplistic. At only 32kb, this game obviously does not contain voice acting, complicated story, impressive visuals and what not. Regardless, this game is an excellent way to burn time. Tips-

Upgrade defense and defense only. Its possible to beat this game without receiving any damage after stage 1. Do not rush through the levels. Grind until you feel you are ready. Here are the upper tier enemies in the game. Their is no final boss.

Dragon 127hp
Cerberus 99hp
Phantom 90hp
Ogre 85hp
Skeleton general 66hp

The damage gap between skeleton general and ogre is big. Make sure you gain some levels before you face ogres(floor 7 or 8). Grind a few levels once you reach stage 9. Stage 10 is where you face dragons and cerberus.

Good game, but one complaint, guard is utterly useless. When you attack an enemy's charge, you counter the charge and do damage back. When you charge an opponent's guard, you crush the guard and do damage to them while they take none, but if you guard an opponent;s attack, no one takes any damage. No one taking any damage does not benefit you in any way, so guard is useless.

It's simple.
Anyone should ALWAYS read the description before writing a review, erading that you restricted yourself to a really low size for the game explains 100% why there is no fancy stuff for options or graphics.
It's a simple RPG with paper-scissor-rock battle system, I like it so far and and only have one complaint:
as someone said before, guard is useless.

Attack <-> Attack = both receive dmg
Attack <-> Charge = counter the charge and deal dmg for free
Charge <-> Charge = both receive dmg
Charge <-> Guard = brake the guard and deal INSANE dmg

so logically, guard should behave like

Guard <-> Attack = block the attack and deal dmg for free
OR
Guard <-> Attack = negate the attack and deal INSANE dmg

yet it is
Guard <-> Attack = nothing happens to no one

which is, to be honest, just a wasted round since there are no damage over time mechanics or hp regen to be skilled.

So you either need to patch a permanent hp regen value rising with your max life or grant a life regen component to guard, so you can take your chances of gaining health while blocking incoming attacks ath the risk of having your guard charged (difficult to balance I guess).
Easiest way to fix this tough would simply be to change guard <-> attack behavior to the same as attack <-> charge or charge <-> guard

Will kep on playing to further test, catch bugs and see that you will "fix" the guard issue :P

greetings,
Yajakono