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Reviews for "Dungeon Screener"

An awesome game with a high level of difficulty. I played for many hours and every game is different, which make the game even more fun. Stategy is important and it is hard to not lose a single unit. Here's some tips to help in your playthrough :

- Play with your members initiative. The warrior can attack first (without wielding shield) to maximize damage on the monster in front. It also help to balance the xp received (and levels) between characters since only the one who kill receive some xp.

- The warrior can also wield/unwield shield during battle (Only once per attack thought). Press the shield button after he attacked first to maximize damage dealt while reducing received ones.

- Target the most threatening monster first. Use the mouse to choose which rear monster to target first after dealing with the front one. Use wizard's scroll and ranger's arrows if needed.

- Use heal ability often. There a lot of recovery scroll along the way. Use them to heal and protect the group from unnecessary damage.

- Avoid collecting apples to heal. The inn and recovery scrolls are far from enough to heal your party. After clearing a floor from all encounters, apples will be turn to money (Althought they will be use to heal first if the party wasn't full health yet).

- Keep your money for special objects. The inn and the mug are useful but special objects are worth having them. When you go to the next floor, if you have enough money, you can buy both objects. The items double price if not bought when going down.

Most importantly, have fun while playing! Since every game is different, you can retry as much as you want so take your time, develop stategies and at the end, you'll beat the game.

Played it for few hours and really liked it. Got nothing bad to say about this fun game. The Creators have seen some trouble at creating it and it's payed off. Real nice time killer when you have nothing to do. I even got a little furious when all my heroes turned into ghosts.. :D

It's very impressive what this game achieves through simplifying and formalizing some of the archetypical RPG gameplay elements, like classes, exploration, monster encounters and looting. Four fundamental classes (knight, ranger, mage, priest) are reduced to several abilities (block damage, hit for additional damage, hit all enemies, heal/revive). Player's party has all of those abilities equally represented, while each enemy party can have a varying amount of creatures of each type with additional abilities. The tactical rules are simplified as well: the defensive unit gets all melee attacks, the ranged unit has limited amount of shots that can ignore defensive unit attacks, the magical unit can hit everyone several times, etc. The exploration is also reduced to choosing what party to attack in a highly densely populated room. Enemy encounters present player with a series of small tactical challenges that may not be even recognized as such from the first glance, until the game becomes more punishing (it certainly took a while for me to understand this). Approaching each of the enemy groups, neatly arranged along the ultra symmetric dungeon floor, player has to decide how he wants to spend his resources, who he wants to attack first, weather he wants to raise shield or not, etc. The fights themselves are just visualizations of the results of player-made decisions. Each challenge's goal is to reduce enemy number to zero by minimum attacks and with minimum damage. These miniature tactical challenges are the core of the gameplay. Simplified looting reinforces this idea: each successful fight grants player with a unit of resource, that he is encouraged to spend immediately in one of the following fights.
The game knows very well whit kind of experience it wants to present a player with, and thus strips away all other peripheral elements, such as space traversal, exploration, character placement and equipment, story, detailed setting etc. Due to this minimizations and formalizations game feels very focused and its core mechanics very polished. But also this makes game's reality feel somewhat counterintuitive and little hard to understand at first: dungeons look more like crowded disco-parties, fights animations look confusing, the interface feels overwhelming, and the tactical challenges goals and challenges are not entirely graspable either due to a poor explanation of each monster’s abilities. The achievement system intrigued me at first, but since I could not have found any in-game use for those cards, it has ultimately left me somewhat disappointed.

I'm sorry it took me so long to get to this. Honestly, when I first tried the game months ago, I took a look at the gameplay and said, "Meh." But I finally gave the interface a chance and the game really opened up. I remember the original Rogue... It's not very often that someone makes a good Rogue-like game. Most are either not very Rogue-like or copies of Diablo. This unique, addictive, and challenging.

I do think a more comprehensive tutorial would help, as there are a lot of little stats and icons to juggle, and not all are explained. Patience and experimentation are needed to really understand what the game offers.

I like the way the game scales. Seems disappointing that there's only 4 levels, but the fourth is practically a solitary game in and of itself. But if if it's not a long game, it's infinitely replayable.

Great game. Only on 10 time i recognise, that there is a sort of "FAQ" or "help" in game ("view" button), that really helps to complete this game.
Nice pixel graphics. I prefer to play in a small window, because of it. In small window it looks smoothly.
Really challenge game! I played in total like 15 times or something. That was really hard and fun. On last levels you really need to think what enemy attack first.
The best way to win (IMHO) is upgrade damage to all your party. Especially to mage and cleric.

Foumart responds:

Thanks! Indeed fullscreen is running a bit chopy on Chrome compared to other browsers - maybe because Chrome use their PPAPI version of flash player while in Firefox it's the NPAPI - they have fundamental differences and perhaps that's the reason of Chrome's worse fullscreen performance.