
Quest of Dungeons
Quest of Dungeons это пошаговая игра с исследованием подземелий, рогалик(roguelike) в старом добром 16-битном ретро стиле.
Злой Темный Лорд украл весь свет, и теперь тебе нужно проникнуть в его логово и нанести ему сокрушительное поражение.
Играя за Воина, Волшебника, Ассассина или Шамана, тебе предстоит обходить подземелья, побеждая врагов и собирая все что можешь, чтобы выжить. Ты можешь изучить новые навыки, используя Книги знаний, которые будут встречаться на твоем пути и покупая и продавая вещи в магазинах. Вся игра создается процедурно случайным образом, поэтому в каждой новой игре вещи и враги будут поджидать тебя в других местах.
Особенности Процедурные подземелья
Процедурное оружие
Схватки с боссами
Квесты
4 уровня сложности
Permadeath (постоянная смерть) - как только ты умер, игра окончена, приятель, игра окончена!
Магазин, где продаются и покупаются вещи и оружие.
Лидерборды, чтобы сравнить свое количество очков Приключений с другими игроками
Системные требования
Минимальные
- Minimum:
- OS *: Windows 7
- Processor: 1.4GHz or faster
- Memory: 512 MB RAM
- Graphics: OpenGL 2.0 compatible with 128MB Ram
- DirectX: Version 9.0c
- Storage: 256 MB available space
- Sound Card: DirectX 9 compatible
- Additional Notes: Monitor 1024x768 or higher
Рекомендуемые
Данные пока не загружены
Отзывы
Steam · Mostly Positive
Все отзывы в Steam556 положительных из 736 отзывов
Игрок 5781Рекомендует2 ч в игре
Quest of Dungeons is a game that understands something very important about games: sometimes the most memorable journeys are the ones where you enter a place with absolutely no idea what you are going to find, and somehow emerge with the feeling that something meaningful has happened. There is a simplicity to the experience that is quite difficult to describe, because simplicity itself is often much more complicated than it appears. From the moment you begin, the game creates a particular atmosphere. You are there. The world is there. There are things happening around you. You make decisions, observe the consequences, and continue moving forward. It is a very straightforward philosophy, but one that becomes increasingly compelling as you spend time with it. What I particularly appreciate is the sense of progression. Not merely the obvious kind of progression, but the more subtle feeling that you are gradually becoming part of the experience itself. Every moment contributes to the journey, and every journey contributes to the larger understanding of what the game is trying to achieve. There is also a wonderful balance between familiarity and individuality. Quest of Dungeons feels like something you can immediately recognize, while simultaneously maintaining its own identity. It does not need to constantly remind you that it is doing something different. It simply allows the experience to speak for itself. And there is something very satisfying about that. The game also demonstrates that a good adventure does not necessarily require endless explanation. Sometimes it is enough to provide a world, provide possibilities, and allow the player to decide what those possibilities mean. The result is an experience that can be approached in different ways while still maintaining a coherent sense of purpose. I found myself appreciating the little things. Not necessarily one particular little thing, because that would require being unnecessarily specific, but rather the general collection of little things that together create something larger than the individual parts. That, in many ways, is what makes Quest of Dungeons successful. It understands that games are not simply collections of mechanics. They are experiences. They are journeys. They are moments of decision, discovery, uncertainty, and occasionally the quiet satisfaction of realizing that you have made progress without being entirely sure how you managed to do it. Quest of Dungeons delivers that feeling very well. There is depth here, but also accessibility. There is challenge, but also opportunity. There is structure, but also freedom. There is a beginning, there is a middle, and there is presumably an end, although the important thing is not necessarily where the journey ends, but what the journey means while you are taking it. Ultimately, Quest of Dungeons is a reminder that a game does not need to shout to be heard. Sometimes it can simply exist, offer you an adventure, and trust that you will find something worthwhile within it. I did. Would recommend.