These range from bigger swords, to bows and guns, to rare weapons that deal huge damage at the cost of speed, or weapons that have useful and unique buffs. The player will always begin with the same rubbish sword, but will quickly acquire new weapons – and new ways to play – by ploughing through the dungeon's rooms. Both are valuable resources in preparing yourself for the next run money can buy you weapons before you enter the dungeon, and experience means points to spend on a skill tree that will up the chances of survival. In Dungreed's case, it is both money (albeit capped according to your level) and your experience. Somewhere in the dungeon is hidden the exit, which leads to the next level, where a boss waits to be vanquished before the next level – featuring new enemies, new items, and new ways to die – is accessible.īut Dungreed is actually a "roguelite", in which your progress is not entirely lost – there is a measure of persistence. Each level of the dungeon is procedurally generated, adding an element of surprise, the player perpetually unsure of what the next room will bring – salvation, or ruin. It takes place in a dungeon, where monsters of various types will attack with various weapons. You repeat, reborn back at the start, ready to make another go of it, hoping that your luck and your know-how will serve you better this time.ĭungreed is, in many ways, a rather typical game in the roguelike genre. You die, inevitably, somewhere during your run, losing all your progress, retaining only the knowledge. You live, making your way through dungeons, finding new weapons, beating a boss or two, and learning new things about the way things work. Such is the way in roguelikes, which are experiencing somewhat of a resurgence in popularity lately, with the likes of Spelunky 2 and Hades dominating whatever remains of watercooler talk now that no one goes to the office any more.
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