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Reviews for "Deterministic Dungeon"

That clickbait. I don't think you know what "control" means.

PestoForce responds:

Ha ha, a bit misleading to be sure, but you do eventually improve your ability to actually choose the numbers AND there are some items that improve your choosing abilities.

Well executed but poor concept overall. Its a dungeon crawler.
There's nothing really glamorous about it. There's an element of changing your luck but ultimately the task is just very monotonous. In the end, it's just a dungeon crawler. Not a very interesting one either.
I played for about 30 minutes before I realized nothing interesting was going to happen with this RNG element.
Its well made. However a polished turd is still a turd. Nothing very new or exciting. Good luck on your next venture.

PestoForce responds:

Awww :-(

i liked the idea but it has a game breakingly OP strategy and im not to fond of thoes.

heres the problem:

get 3 green totems for max pick accuracy. (you can only have X3 of each totem)

get the rare blade from the hidden prize room (one is on every level) and get the curved blade on a stick for 0,0,0,0,0,0,0,0,20

from then on i never lost a battle, not even close. i was able to basically select any option i want. x6 all prizes, best item selection, 0 mobs each room, 20 damage each hit...

so that kinda made the whole thing pretty boring and i was just playing it at that point for completion.

P.S. dont get the fire totems (red). all they do is unfreeze people and hurt them a little.

PestoForce responds:

Yeah, I plan to nerf the green totem in the sequel and make it randomly activated like the other totems...

If I get ONE MORE ZERO.. >:C

It's an interesting concept of the game. The amount of times I got a zero though, despite focusing every last cognitive effort on getting the item or number that I wanted was increasingly frustrating and aggravating. The fact that this is now my fault for my timing on click is just.. blah! If the player keeps missing those good drops or hits, then they'll be at a significant disadvantage.
Maybe a handicap system is in order? Get 'x' amount of bad hits/drops and slowly increase the odds of getting a good hit or drop. Getting 4 zero's in a row is very damaging

PestoForce responds:

Yeah, it can be frustrating, but practice does help!

ok i really enjoyed the idea, but GOD DAMN THE RNG.

ok, i had a weapon with 1 miss rate out of 8 and it missed 70% of the time.

seriously, either i magically hit the button exactly on time to miss (which i wasn't) or there is something up with the frame timing on the RNG pushing the selector to hit the 0 damage option more often than it should.

it really pisses me off when i put a solid effort to play a game and the luck factor kills me off for no apparent reason. its just lottery death.

great art style, horrible audio effects, HORRIBLE rng that fails more than succeeds, and high replay value if you get hooked on the lottery.

PS: DO YOU KNOW HOW LONG IT TOOK TO SET UP A DUNGEON EACH TIME BETWEEN FLOORS? IT KEPT FAILING TO MAKE A USABLE DUNGEON OVER AND OVER FOR MINUTES ON END BECAUSE THERE IS NO FAILSAFE CODE.

sorry, the laziness of the RNG just... its pissing me off the more i think about it.

PestoForce responds:

Ha ha, you do realize that YOU are the RNG in this... I swear it's not rigged!