Dawkinsfan69
Dumbfuck!
So I've been revisiting this 'dungeon-designer' game that I picked up a few years ago on a steam sale. A few images:
Basically, the idea is that you are a dungeon lord and you build dungeons that are supposed to entertain invaders from the over-world. This means setting up loot for them to pick up, cool scenery to look at, fights that are not too difficult for them to handle, traps for them to run into or disarm, and rooms that contain items that correspond with their class.
By 'enjoying' your dungeon, they gain soul energy up to some maximum. So at some point, you'll want to kill the heroes to harvest the soul energy. When the heroes die they're dragged to a prison that you build which can be outfitted with various torture devices to harvest this energy.
The energy is basically used to empower your dungeon and your dungeon lord, which is like a hero unit that can be controlled directly and leveled up/given new spells/etc..
This idea is a lot of fun! There's strategy involved in designing a path for heroes to take that will max out their soul energy without killing them prematurely. Rooms have tons of design options and there are a bunch of different minions to play with.
Problem is, this game received HORRIBLE reviews across the board. You see.. The game kinda looks like Dungeon Keeper, right?
Well, when the game released, people assumed that this was a spiritual successor to Dungeon Keeper (presumably without even reading the damn game description), bought the game, and realized that there are some key differences between the two games.
You can't pick up and drop your minions (they protect a radius around the spawn point that you place), and you're not supposed to just kill heroes immediately, you need the soul energy. The game is more about designing an experience for the invaders that ends with their death after they've been satisfied, opposed to dungeon keeper which is more about tunneling to an enemy's area and taking it over. This drove people NUTS, and if you look at reviews for the game they basically boil down to:
Just check out the steam (or any other tbh) reviews for an idea
http://steamcommunity.com/app/200550/reviews/?browsefilter=toprated&snr=1_5_reviews_
http://steamcommunity.com/app/200550/reviews/?browsefilter=toprated&snr=1_5_reviews_
Well, no shit dumbfuck. Is it called Dungeon Keeper? No? Then it's not fucking Dungeon Keeper!
That said, Dungeons gives you far more freedom to design the dungeon how you'd like. There are few unbreakable blocks and those that exist just serve as a sort of dungeon border (but the dungeons are huge so you never really run into them). Heroes enter through gates that are visible from the start of a mission, so you know exactly how the area is designed and you won't need to worry about accidentally mining into a tunnel that fucks your design over. You also get to choose exactly where you place all of the items in rooms, opposed to dungeon keeper which places them for you.
What I'm really trying to say is that this is a fun dungeon designing game with a great idea, and the reason I'm writing this is because I also happened to have a run in with the sequel, Dungeons 2, which unfortunately made massive changes to the design based on the negative reviews that Dungeons received.
Enter Dungeons 2:
So in Dungeons 2, the creators decided to trash the central idea of Dungeons (soul energy harvesting) in favor of making the game more similar to Dungeon Keeper. In Dungeons 2, you basically create rooms in your dungeon to keep minions happy along with a few traps to keep invaders from getting anywhere in your dungeon while you build up an army to attack areas in the overworld.
Some new 'Dungeon Keeper'-esque features were added, such as slapping minions, picking up and dropping minions, payday.. And a whole lot was lost.
Dungeon design became irrelevant, you just place traps at entrances and drag your army around to fight if you're being invaded. When you're able to, you control your army in the overworld to attack an enemy base. Basically, the creators sold out the whole theme of the original Dungeons in order to appeal to the demands of retards who expected Dungeons to be Dungeon Keeper 3.
Dungeons 2 is an alright game, but it's not a sequel to Dungeons. It's become a spiritual sequel to Dungeon Keeper, because of all the bitching that the first game received from idiots who never even bothered to give the game a chance.
Dungeons 3 is coming out this year, and it looks to be very similar to Dungeons 2. Basically, we'll probably never see a game like the original Dungeons again. But hey, you dumbfucks can slap your minions in Dungeons 2, 3, War for the Overworld, Dwelvers, and the plethora of Dungeon Keeper-clone-cash grabs that now exist and are in development.
TLDR: Dungeons tried something new and interesting. The game was fun and well designed. Hundreds of Shits-for-brains who assumed it was going to be a Dungeon Keeper clone BECAUSE THE NAME HAD 'DUNGEON' IN IT bitched and rated it 0/10 without even giving the game a shot.
Devs then trashed all originality in sequels to create Dungeon Keeper clones even though there's probably like half a million of those around now.
Basically, the idea is that you are a dungeon lord and you build dungeons that are supposed to entertain invaders from the over-world. This means setting up loot for them to pick up, cool scenery to look at, fights that are not too difficult for them to handle, traps for them to run into or disarm, and rooms that contain items that correspond with their class.
By 'enjoying' your dungeon, they gain soul energy up to some maximum. So at some point, you'll want to kill the heroes to harvest the soul energy. When the heroes die they're dragged to a prison that you build which can be outfitted with various torture devices to harvest this energy.
The energy is basically used to empower your dungeon and your dungeon lord, which is like a hero unit that can be controlled directly and leveled up/given new spells/etc..
This idea is a lot of fun! There's strategy involved in designing a path for heroes to take that will max out their soul energy without killing them prematurely. Rooms have tons of design options and there are a bunch of different minions to play with.
Problem is, this game received HORRIBLE reviews across the board. You see.. The game kinda looks like Dungeon Keeper, right?
Well, when the game released, people assumed that this was a spiritual successor to Dungeon Keeper (presumably without even reading the damn game description), bought the game, and realized that there are some key differences between the two games.
You can't pick up and drop your minions (they protect a radius around the spawn point that you place), and you're not supposed to just kill heroes immediately, you need the soul energy. The game is more about designing an experience for the invaders that ends with their death after they've been satisfied, opposed to dungeon keeper which is more about tunneling to an enemy's area and taking it over. This drove people NUTS, and if you look at reviews for the game they basically boil down to:
NOT DUNGEON KEEPER, 0/10
Just check out the steam (or any other tbh) reviews for an idea
http://steamcommunity.com/app/200550/reviews/?browsefilter=toprated&snr=1_5_reviews_
http://steamcommunity.com/app/200550/reviews/?browsefilter=toprated&snr=1_5_reviews_
Well, no shit dumbfuck. Is it called Dungeon Keeper? No? Then it's not fucking Dungeon Keeper!
That said, Dungeons gives you far more freedom to design the dungeon how you'd like. There are few unbreakable blocks and those that exist just serve as a sort of dungeon border (but the dungeons are huge so you never really run into them). Heroes enter through gates that are visible from the start of a mission, so you know exactly how the area is designed and you won't need to worry about accidentally mining into a tunnel that fucks your design over. You also get to choose exactly where you place all of the items in rooms, opposed to dungeon keeper which places them for you.
What I'm really trying to say is that this is a fun dungeon designing game with a great idea, and the reason I'm writing this is because I also happened to have a run in with the sequel, Dungeons 2, which unfortunately made massive changes to the design based on the negative reviews that Dungeons received.
Enter Dungeons 2:
So in Dungeons 2, the creators decided to trash the central idea of Dungeons (soul energy harvesting) in favor of making the game more similar to Dungeon Keeper. In Dungeons 2, you basically create rooms in your dungeon to keep minions happy along with a few traps to keep invaders from getting anywhere in your dungeon while you build up an army to attack areas in the overworld.
Some new 'Dungeon Keeper'-esque features were added, such as slapping minions, picking up and dropping minions, payday.. And a whole lot was lost.
Dungeon design became irrelevant, you just place traps at entrances and drag your army around to fight if you're being invaded. When you're able to, you control your army in the overworld to attack an enemy base. Basically, the creators sold out the whole theme of the original Dungeons in order to appeal to the demands of retards who expected Dungeons to be Dungeon Keeper 3.
Dungeons 2 is an alright game, but it's not a sequel to Dungeons. It's become a spiritual sequel to Dungeon Keeper, because of all the bitching that the first game received from idiots who never even bothered to give the game a chance.
Dungeons 3 is coming out this year, and it looks to be very similar to Dungeons 2. Basically, we'll probably never see a game like the original Dungeons again. But hey, you dumbfucks can slap your minions in Dungeons 2, 3, War for the Overworld, Dwelvers, and the plethora of Dungeon Keeper-clone-cash grabs that now exist and are in development.
TLDR: Dungeons tried something new and interesting. The game was fun and well designed. Hundreds of Shits-for-brains who assumed it was going to be a Dungeon Keeper clone BECAUSE THE NAME HAD 'DUNGEON' IN IT bitched and rated it 0/10 without even giving the game a shot.
Devs then trashed all originality in sequels to create Dungeon Keeper clones even though there's probably like half a million of those around now.