"Endless Dungeon" brings a very unique experience. However, this kind of gameplay has been demonstrated as early as 2014 in "Dungeon Of Endless", which is "from the same school" with it, and "Endless Dungeon" is more like a comprehensively upgraded version.

2024/04/2517:20:33 game 1581

Recruit a team of shipwrecked heroes, infiltrate a long-abandoned space station, and protect your crystals from waves of monsters.

"Endless Dungeon" brings you A very unique experience. In the process of exploring Roguelite-style random dungeons, players can build many defense facilities and enjoy the strategic nature of tower defense gameplay; or control team members to rain down bullets on monsters and experience the hot scene of twin-stick shooting; or customize team members. Upgrade route, equipment Build, and experience the fun of team training.

However, this kind of gameplay has been demonstrated as early as 2014 in "Dungeon Of Endless", which "comes from the same school" with it, and "Endless Dungeon" is more like a comprehensive upgraded version. It not only upgrades the picture from pixels to 3D level, but also makes many changes in mechanics and details. It will also add online and online matching systems in the future. After trying it out, I am looking forward to it.

The "endless" in "Endless Dungeon" is partly due to the background setting of the "Endless" universe - AMPLITUDE Studio has produced works such as "Endless lengend" and "Endless space" based on this setting.

, on the other hand, is its "endless" gameplay. All dungeons in "Endless Dungeon" are procedurally generated, and almost no identical maps will appear, which gives the dungeons "endless" diversity. But I think the part that really gives people the "endless" feeling is the endless waves of monsters, and the never-ending tide of monsters that will spawn under certain circumstances.

When players enter the dungeon, they will encounter a new wave of monsters every once in a while. Players need to control their team members to kill all monsters to survive, but at the same time, players also need to protect their own crystals. Once the durability of the crystal reaches 0, or all members of the team die, the dungeon journey will fail.

In order to deal with the tide of monsters, players need to rely on three "heroes" in the team. Players can only control one of them to fight, but can switch back and forth between the three - the others will be left to the AI's discretion. They have different firearms, attributes, skills and upgrade routes. Different hero choices may also affect the player's fighting style. For example, if the player chooses a machine gunner who moves slowly but has heavy firepower, he can only advance slowly in the tide of monsters. Otherwise, she will not be able to take into account both output and movement, and will easily be surrounded and stuck by monsters and die.

As the game progresses, monsters will often attack from multiple directions, and the heroes will inevitably lose sight of one. At this time, the role of defense towers is highlighted, which can help players create a more three-dimensional, multi-layered defense system.

In the early stages of the game, there are already many types of defense towers: there are turrets that can attack fully automatically, energy matrices that can slow down enemies, and auxiliary facilities that can add shields to all towers. With subsequent research, players can also unlock various targeted defense towers according to their own needs: for example, Tesla electromagnetic towers and EMP towers are miraculous against mechanical units, and fire-breathing towers can maximize damage in narrow areas. of play.

However, whether building turrets or upgrading heroes, resources are consumed. For this reason, players must continue to explore the dungeon in order to increase their overall strength and cope with the increasing difficulty of the monster tide. Fortunately, the benefits of exploration are very stable-as long as the door to a new room is opened, players can obtain a certain amount of resources.

However, each room in the dungeon still has risks and benefits.

Treasure chests and breakable jars are undoubtedly the biggest benefits in the new room. They can provide players with more resources or weapons. Similar scientific research machines and upgrade facilities can increase the player's strength by consuming resources. In addition, opening more rooms also means that players can lay out more layers of defense, thereby creating more buffer zones when enemies attack.

Compared with the benefits, although the risks hidden in the new room are not many, they are still worthy of attention. If you drive to the monster room, more enemies will attack later, which will put more pressure on the player. Opening certain doors will also change the route of the monsters, bypassing our heavily fortified areas, and the turrets that the players have painstakingly built can only blind them all. Therefore, many times, players must carefully consider the possible consequences when opening the door.

Unfortunately, players' exploration is not "endless". At the beginning, the player's movements will be restricted to a small area by locked doors, and only crystals can serve as the "keys" to open those doors. When the player discovers another crystal slot on the map, he or she must operate the robot to transfer the crystal there, in order to open the originally locked doors and proceed to the area behind to continue exploring. After transferring slots one by one, players will be able to open the door to the next level, where more enemies and challenges await players.

However, the process of transferring crystals is the most dangerous moment in the game - a never-ending wave of monsters will spawn at this time, and will only stop when the player successfully transfers the crystal to the next slot. Almost every death I suffered during the game came from the moment of transfer, because it disrupted most of my strategic deployment and was forced to move forward on a route without defense facilities. This is also the main problem in "Endless Dungeon" The difficulty lies.

And many other designs in the game also add to the difficulty of "Endless Dungeon". For example, crystals have no means of restoring their durability and can easily be eaten away bit by bit by monsters; turrets that have been put down cannot be dismantled or rebuilt, and players have no way to regret after making mistakes; the AI ​​of teammates often appears stupid. , and it’s easy to get stuck in corners... However, the version I tried this time is only a very early prototype of the game with only 2 levels. I believe the production team can also improve it in subsequent iterations. Make adjustments to some unreasonable designs in the game.

Conclusion:

Although "Endless Dungeon" is only a very basic early version and there is still huge room for development in terms of content, it has already shown the prototype of the gameplay. Roguelite-style random dungeons give players a lot of desire to explore. Tower defense gameplay makes players interested in constantly trying various strategic combinations. Twin-stick shooting brings a certain sense of excitement and encourages players to improve their skills. Skill.

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