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MonstersDen:Book of Dread

rated 4.40 / 5 stars
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Adventure - RPG

Credits & Info

May 19, 2008 | 1:50 PM EDT

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Author Comments

An expanded and updated version of the popular dungeon crawl RPG. New classes, items, monsters, quests.. as well as an improved interface. Also, a shop!

Features a lot of highly requested changes. Hope you guys like it.

Update: Some bugfixes and tweaks made. You can now equip and unequip items in the store interface by double clicking icons in the store display or the character paperdoll. Remember also that you can quickly buy and sell items using ctrl-click.



Rated 5 / 5 stars


This game deserve a lot better then just daily fourth place (though I gotta admit its mainly because there was lots of great flash yesterday) but anyway great game.

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Rated 3 / 5 stars

ok game

ok game, got a bit boring after some time... couldt have been more variated


Rated 5 / 5 stars

a truly great flash game...

like the mechanics, the graphics - a few things make the game harder than it should be... like the lack of shop scrolls in the shop but beyond that everything is done very well...

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Rated 4.5 / 5 stars


Very good. I will play this for sure.


Rated 5 / 5 stars

Awesome game, maybe a few ideas for improvement?

I think it's an amazing game, really cool... however there were a few additions that I think would just about perfect it.

1. Allowing us to exit the dungeon via the way we came in, that way we could go to the shop without using that scroll that you only occassionally get. Of course, with this there should be a trade, so enemies generating (not REgenerating, but new enemies in new rooms, not revival of the old ones, that way a floor's boss battle doesn't regenerate).

2. When I retreat from a battle, why do enemies I killed come back? The fact that people can't retreat instantly makes it so that a hit and run tactic won't occur... otherwise the game would be too easy since you could go and kill an enemy, run before it's their turn, and then come back and attack again. But if I kill something and manage to retreat, it should remain dead, or at very least be severely weakened when the battle begins anew.

3. The ability to prebuff my characters before a battle would be nice (but it would only work if you're within one room of the battle, so no buffing 5 rooms beforehand). This would have to come at the cost of not knowing instantly there was a battle in the next room, unlike now where all the battles are shown when you're within one square. How about instead, you can choose to scout out the next room. Using a rogue or ranger character this could be 80% success rate, with 10% of not knowing and 10% of triggering the battle if there are monsters in the room. With any character other than a cleric or knight in the clunky armor, it's 50% and 25% and 25%, and with a cleric or a knight it's 33% all around. That or you could make it dependant on dexterity. Having treasures be automatically visible would be cool, because then you could trap the room with monsters for the underly cautious player who doesn't scout it out first.

4. The ability to drink a potion during battle as the turn for one character. The trade off would be that the potion has to be applied to a slot where a skill would otherwise be.

5. The ability to rest to recover all power and health. The tradeoff could be a 20% chance of being attacked while resting (only half of your health and power are recovered), and maybe monsters would generate where there were none before.

6. Giving people the ability to chance squares as a cost for a turn would be nice too.

Maybe some of the changes are a little radical and would make it better to design a new game and leave this one as is... but I've tried to balance them with a tradeoff so the game doesn't turn too easy.

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