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Reviews for "Deterministic Dungeon"

Not too bad, not completely random as i would expect.

One thing I would change is if you got more enemies to fight in a room, you need to be a lot more likely to get more loot instead of having the same exact chance for loot in a one enemy room. Add an additional number for each enemy additional to the room.

0ne enemy- 0,1,2
Two enemies-0,1,1,2
Three enemies-1,2,3,4

With 3 enemies you need to be guaranteed Loot.

PestoForce responds:

Nice, I like this approach, will steal it for the sequel!

Would have liked it more if it was an actual RNG.

PestoForce responds:

YOU are an actual RNG!

HeadShotGlass had a similar experience I had, so I'll try to avoid repeating that review (but I make no promises). I will also preface this with I stopped playing in the Silver floors. I will also make an occasional reference to Pokemon.

/*The Good*/
~A sense of progression...kinda.
The beginning of each dungeon is challenging and offers weaker enemies along with the option for new, tougher enemies. With enough grinding, the end of each dungeon is relatively easy. I was even able to walk up to previous floors and one shot most of the enemies.
While this works out great in the beginning of the game, it seems to stagnate near the end, especially if you can't level past 20.

~Intuitive game play.
It was easy to pick up and play, and never once said "How the heck do I do something?" during the game.

~Not being attacked by all enemies at once.
When I first encountered two of the tougher enemies, I was afraid I was doomed given the amount of damage they do. Thankfully, it was balanced by being attacked by one monster per turn, and allowed for some tactical thinking (for me, I would target the tough guys or the Mages first).

~Optional bosses.
The bosses are strong, and making them optional was very much appreciated. It allowed me to grind on higher level monsters and come back later.

~Solid damage formulas.
This ties in with the progression. I definitely felt stronger as I went along.

/*The Bad*/
~Unbalanced weapons.
Weapons were either high accuracy/low damage, high damage/low accuracy, or low damage/low accuracy. While the low accuracy can be mildly mitigated by choosing my attack, I kept ending on 0 more often than the regular odds. And yet, I felt I needed to use the higher damaging weapons so I wouldn't be crushed by the enemies who did significant damage. Which leads me to...

~Cannot heal outside of combat...or much for that matter.
While I appreciated being completely healed when leveling up, needing to use a scroll in combat only to heal was completely unintuitive and rather unfair. Even Pokemon lets me use a Potion outside of battle. Once the scrolls are gone, I'm boned. Given that I don't usually play Rogue style games, maybe this is normal, but it doesn't make me want to play again if I get so far.

~Crappy loot pool at higher levels.
The fact I was finding Plastic Shields, Bucket Helmets, and Butter Knives when I was level 17 and in the Silver floors was mildly insulting to say the least. The sense of progression I had felt before was gone at that point.
I also couldn't tell if the special weapons I got from the Golden Orbs were secretly amazing or intentionally bad. I couldn't risk using them in the later levels due to the high damage that was being dealt to me.

~Level floor layout tended to be similar for me.
A minor issue I experienced most of the floor plans ended up being the same. Most rooms would connect to each other.

/*Suggestions*/
~Add a currency and shop system.
Sacrificing gear in the magic room for powerful magic was neat, but I'd rather be able to sell the gear and purchase some "random" gear, especially healing items. It would also help clear out the huge clutter of gear I'm not using.

~Add stronger and more accurate weapons the further down you go.
If the weapons progressed with me, I would have enjoyed this game a lot more. Pokemon had their moves became progressively stronger and remained relatively accurate (unless you get to the stupid strong moves like Fire Blast, which has lower accuracy).
When I was making an RPG a few years ago (never made it out of beta, unfortunately), I realized I was undercutting the sense of progression by making the stronger moves inaccurate or causing splash damage. Why bother learning them then?

~Let the loot progress with me.
At some point, the Wooden and Plastic gear needs to be gone completely. I was shocked I could still get those at late levels, and fed up when I had the misfortune of getting them. Even though Destiny has a crappy RNG, at least it phases out the lowest tier items as you progress.

/*Overall*/
For the most part I enjoyed it, but got annoyed by the end. I appreciate that you've been reading and responding to the comments (which means you care). I look forward to seeing a sequel in the future.

~Pelo

PestoForce responds:

Thanks for the detailed review, I'll definitely keep it in mind for the mobile fully-fleshed-out version.

The game is great fun to play, and the variety of weapons and enemies keeps it fresh.

That being said, I was super disappointed to find out that you have to grind all the way back through 1-1 upon dying. Made me want to stop playing completely. Also the game needs a mute feature. Overall a very solid core gameplay, but I the lack of a hard save is extremely frustrating.

Wouldn't give me the dragon medal. Had to go through entire thing again. The game is nice, though a bit repetative, but here's some advice for other players.

Step 1: Get to the first golden chest.
Step 2: Get 3 Green Totems. You can cheat if you don't land on them by pressing the blue button in the top right and continuing from the end of the prior room and try again.
Step 3: Find golden ball
Step 4: Get railroad looking weapon. If you hit the scroll by accident or it's not there, use the blue button to cheat again.
Step 5: Dominate. It's now decently easy to land on 20 nearly every time.

Also, while I'm here, I'd like to point out some fun enemy names. Ballsac. Legolas. Pumpersnout. Snobbler. Cellulose. Clavicle.