Dungeon Encounters

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An otherworldly labyrinth has suddenly appeared on the outskirts of a quiet town. Make clever use of your abilities to chart the depths, overcome obstacles and defeat your foes in thrilling battles!

From some of the key development team behind the legendary FINAL FANTASY franchise, DUNGEON ENCOUNTERS is a dungeon exploration RPG where you must strategize to survive. The streamlined interface gives you the freedom to prepare and manage your party as you strive to reach the final floor.

With a minimalist design philosophy, the deliberately streamlined visuals and presentation allows you to focus wholly on the challenging and fun gameplay mechanics. A formidable 99 floor dungeon beneath the earth awaits you!

During your expeditions, you'll discover rare and powerful items, meet lost adventurers who might just become new allies, and come face-to-face with deadly monsters.

You will need to use trial and error to reach the deepest levels of the dungeon, making use of your best strategies and tactics.

Do you have what it takes to overcome the numerous trials that await you and discover the dungeon's secrets? KEY FEATURES

Events By uncovering and visiting spaces with white numbers, you may obtain items, unlock and change abilities, restore your party to health, find hidden merchants, and much more.

Battle encounters, marked with black numbers, are hidden throughout the map. However, they can be revealed with a special ability, allowing you to choose when and where to engage your enemies.

Previously discovered events will be recorded in the Event Log, a valuable resource that allows you to reference past experiences to tackle future challenges.

Battles Test your strategies in thrilling battles, featuring the Active Time Battle (ATB) system made famous by the FINAL FANTASY series.

Under the direction of Ito Hiroyuki, creator of the ATB system, battles play out in real-time, utilizing a polished and refined iteration of this classic design, which promises exciting, challenging combat.

Map The blank map awaits you, and by exploring and investigating every tile on each level, you will be awarded ability points. Navigate obstacles, including secret passages and hidden traps, and conquer the dungeon!

Казуальные игрыРолевые игры

Системные требования

Минимальные

  • Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10 64-bit
  • Processor: AMD A8-7600 / Intel® Core™ i3-3210
  • Memory: 4 GB RAM
  • Graphics: AMD Radeon™ R7 240 / NVIDIA® GeForce® GT 730
  • DirectX: Version 10
  • Storage: 2500 MB available space

Рекомендуемые

  • Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10 64-bit
  • Processor: AMD A8-7600 / Intel® Core™ i3-3210
  • Memory: 4 GB RAM
  • Graphics: AMD Radeon™ R7 260X / NVIDIA® GeForce® GTX 750
  • DirectX: Version 10
  • Storage: 2500 MB available space

Отзывы

390 положительных из 559 отзывов

06

Игрок 5806Не рекомендует39 ч в игре

What a peculiar game. Essentially it's an extremely stripped down party-based dungeon crawler. And by stripped down I mean there are no classes, no spells, no abilities, nothing of the sort - not even consumable items of any kind, really. There is some unique equipment, but it's rather limited and a lot of the time situational. All your characters get is HP (self-explanatory), PP (determines what and how much equipment you can put on) and equipment: 2 weapon slots (weapons are physical/magical, melee/ranged, single-/multi-target and with fixed/random damage), headgear (magical defense and optionally speed), armor (physical defense and optionally speed) and 1 accessory (speed, crit chance, counterattack chance, extra damage). One thing I actually like is that physical and magical defense act like separate health bars that take damage of the respective type without rollover, so the damage only goes through to HP when the defense is at 0. Unfortunately, in practice it usually only saves the character from 1 attack since a lot of the time the enemies will do damage many times over what defense the currently appropriate level of armor provides. Some enemies can attack your party members' life points directly instead, and the heavily randomized damage often ends up being much higher than the max HP values too, resulting in rather unfair-feeling oneshots. Some weapons apply special effects instead of dealing damage (poison, banishment, petrification, etc.) and these same special effects can also be applied by the enemies to your party members, and can be quite devastating until you find the ability to completely nullify them. Speaking of abilities, these are divided into exploration and battle ones. Exploration abilities mostly help navigating the floors and avoiding hazards, while battle abilities include things like restoring defense, resurrection, healing and various passives. The game is also rather punishing overall. If your party is wiped, the characters stay on the same tile and you have to assemble a new party from the base to go down and carry them out. Keep in mind that there are only 4 character slots, so you're gonna have to keep some of them open to pick the other members back up in several trips. Certain enemies can petrify your party members, requiring you to leave them behind until you find an altar, input the coordinates of your petrified party members, and go back to pick them up. Some enemies and floor hazards can scatter your party members to random locations on random floors, the process of finding them again being quite arduous even with the ability that is supposed to help locating wandering adventurers. There are also enemies and floor hazards that can not only steal certain amounts of gold from what you have on hand, but are also able to put you in debt, somehow. The presentation is extremely minimal, with a flat map that has all encounters and events represented as 2-digit hex numbers (black for enemy encounters and white for events like stairs, altars, shops, new abilities). As you explore you'll mostly be hearing some ambient noise and that's it. In combat, both sides are shown as static portraits and all battle music tracks are electric guitar covers of classical pieces. The arrangements aren't bad by any means, but it's still a bit of a weird choice. One of many in this game, really. Given that there is no real progression aside from "number go up," you will have seen most of what the game has to offer in a couple hours. Sure, some of the later acquired abilities do feel nice to get, but not much really changes. I could only recommend getting it on a deep sale and only if you really need a nothing-but-gameplay palate cleanser of sorts, otherwise there are dozens of more feature-rich and overall engaging JRPGs/DRPGs to choose from. That said, it does still have a certain charm to it as you zone out and grind in the background while doing something else.

73

Игрок 3173Рекомендует47 ч в игре

Dungeon Encounters is an... experience. Square Enix has rendered (much like fat drippings from roasted meat) the JRPG formula down to its most essential elements. What we're left with can barely be described as a "game". It is a concentrated burst of thoughtfully interlocking mechanics that, like eating a spoonful of lard, makes you at once say "That was delicious!" and with the very same breath go "--and I never want to eat it again!" What Works: "Here's a dungeon with encounters in it. There are 99 floors. Go go go!" is an appealing premise. Unlike randomly generated roguelikes the dungeon here is actually crafted with a level of care. When you discover hidden things it feels genuinely rewarding rather than like you stumbled across something by luck. You quickly discover luck has almost no bearing in this game. The RNG is designed to be toyed with and abused. As you dig deeper into the dungeon you collect more abilities that make moving through the dungeon an ever more abstract exercise. Walls and floors are meant to be phased through. Monster spawns are meant to be shuffled around. The primary measure of progression in this game isn't the level of your characters, its how many dungeoneering abilities you can equip and that is primarily dependent on how many floors you can fully chart. Charting floors in the dungeon feels good and solving puzzles to get the coordinates of hidden treasures feels super rewarding. I can't remember the last game that basically forced me to keep a notebook, but I really enjoyed that aspect as well. It's fun noting down important positions and working out the puzzles by hand and then coming back to them later. What Doesn't Work: The worst part of this game by far is the combat. It's a good thing too because of how unnecessary combat ends up being. The basic element of combat is reducing your opponent's HP to 0, and the most effective way to do that is by covering your whole party in AoE damage weapons/spells because hitting 5 opponents is just way more efficient than hitting 1, even if your damage is about half what single target weapons/spells do and by the time you are midway down pretty much every fight in the game is against 4+ enemies. Worse still, are various gimmicks the game throws at you. Every 10 floors or so the game will have a new gimmick that more or less makes the game unwinnable (borderline unplayable even) and then about halfway through, if you explore enough, an ability that renders the mechanic completely moot, never to be considered again. Interesting but overly brutal/tedious status effects and dungeon tiles simply become null and by the end you're just trading HP damage blows with the monsters who sometimes waste their turn trying to Petrify or steal your items only to get a "Blocked" message. It would be better if these mechanics still had some kind of relevance but simply were made less instantly game ruining. Lastly, the heart and soul of this game is guess-and-check exploration. Autosave has no business being anywhere near a game design like this and if you play this raw without backing up your saves by hand you're going to have a bad time. Retrieving petrified characters from the bottom of the dungeon isn't "fun". It's tedious and stupid. All that said, I cautiously recommend this game as long as you understand what you're getting into. This is "games as high concept art". It does not entertain so much as it provokes interesting thoughts and begs for new interpretations.

37

Игрок 3337Рекомендует82 ч в игре

Very interesting game that somewhat pretends to be something it isn't. It's an ultra minimalist straightforward dungeon crawler that is so simple it seems almost intentionally boring... and then you start finding the tools to break and/or circumvent all its challenges. Nothing else is quite like it but it really isn't for everyone.

87

Игрок 0987Рекомендует45 ч в игре

私はこのゲームが好きです。 ゲームに楽しませてもらうんじゃなく、ゲームを使って楽しむような感覚だった。 TRPGのシステムとキャラが用意されていて、シナリオがないような感じかも。 マップ探索が楽しい。位置関係や座標を利用するのが面白かった。 アビリティがミンサガのマップアビリティみたいで面白い。 各地に落ちている謎解きは面白くなかった。 印のついた場所を探すのは、謎解きほど不満はないけど特別面白いものでもなかった。 戦闘は難易度が低く、少し大味な印象を受けたが、フロアに出現する敵に合わせて装備の傾向を変えるのはそれなりに楽しかった。

29

Игрок 4029Рекомендует91 ч в игре

This game is like plain rice made by an incredibly skilled cook. It is undeniably of very high quality. I would prefer if it had some seasonings on it, but I can't say it isn't exactly what it set out to be.

21

Игрок 4721Рекомендует21 ч в игре

This game scratches a very specific itch in my brain, from back when games basically suggested you make your own map. But the way the compendium works, if you forget anything you've learned its all there. Gameplay-wise its very simple but that's not inherently bad. Game isn't for everyone, but its def for me.

27

Игрок 7027Рекомендует105 ч в игре

It's a turn-based dungeon crawler where your party must explore 100 floors. Each floor is divided into a grid like a Cartesian plane. Each floor has a track (always different, of different sizes) made up of squares (represented by x and y coordinates). Along the track, you can find enemies, treasures, new skills to use in combat or exploration, and shops. There are also puzzles to solve that award additional rewards. The graphics are minimal and there is no story. I found dungeon exploration very fun thanks to the skills I discovered along the way, and it was a nice challenge to explore 100% of all floors. There are a wide variety of enemies that become increasingly stronger the further you go into the dungeon. The fights become repetitive after a while. However, since they are very fast-paced, they don't weigh down the game. Furthermore, at a certain point, they can be avoided. I found the mathematical puzzles quite challenging, while the ones requiring you to locate a specific box using a piece of map were easier. However, they don't block game progression, so you can skip them. I recommend purchasing it because I found it very rewarding to play, particularly for its original mechanics, which are a departure from traditional dungeon crawlers. E’ un dungeon crawler con combattimenti a turni in cui il tuo party deve esplorare 100 piani. Ogni piano è diviso in una griglia come se fosse un piano cartesiano. In ogni piano è presente un tracciato (sempre diverso, di grandezza differente) composto da caselle (rappresentate dalle coordinate x e y). Lungo il tracciato si potranno trovare nemici, tesori, nuove abilità da usare in combattimento o nell’esplorazione e negozi. Inoltre ci sono degli enigmi da risolvere che danno premi aggiuntivi. La componente grafica è minimale e non esiste una storia. Ho trovato molto divertente l’esplorazione del dungeon grazie alle abilità che ho trovato durante il percorso ed è stata una bella sfida arrivare ad esplorare il 100% di tutti i piani. Ci sono una grande varietà di nemici che diventano sempre più forti, più si scende nel dungeon. I combattimenti dopo un po’ risultano ripetitivi. Però essendo scontri molto veloci, non appesantiscono il gioco. Inoltre ad un certo punto si potranno evitare. Gli enigmi matematici li ho trovati abbastanza ostici mentre quelli in cui bisognava individuare una casella particolare tramite un pezzo di mappa sono più facili. Però non bloccano l’avanzamento del gioco quindi si può anche decidere di saltarli. Ne consiglio l’acquisto perché ho trovato molto appagante giocarlo, in particolare per le sue meccaniche originali che si discostano dai dungeon crawler tradizionali.

56

Игрок 8156Рекомендует26 ч в игре

Un gran juego para los que nos gusta pararnos a pensar la estrategia de batalla en un RPG por turnos. En los últimos niveles puedes saltar un montón de pisos y eso no me gustó tanto.

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