Minimal Dungeon RPG
I have been replaying old apps I hadn't seen
in a while, and also shopping the Play Store for a new RPG that has any
kind of actual character, and it has been enlightening. Hundreds of
these games apps are out now, all so similar and so bland, just click
things to get points and items and coins, upgrade the things, fight the
things to get more things. I don't ever feel like I'm in a location or
part of a story or campaign, not the way you would walk into a town in a
classic RPG and meet all the shopkeepers and stay at the different inns
and hear about powerful wizards up in the mountains or when the next
pirate ship is docking. Sure, the numbers are so much bigger than they
were when we were tossing out own d20s around and maybe doing 2d6 of
damage. Now, your imaginary little people can do hundreds or thousands
of points of damage, and heal 75 hp per second, or whatever the heck is
going on. But bigger numbers don't make it more exciting or feel more
immediate. That's just the endless droning of clicks for increasingly
smaller mental rewards.
So why not abstract it back down to just
the numbers? That's what Minimal Dungeon RPG does.
Each map is a small
collection of rectangles with words on them, maybe 8 to 10 boxes per
encounter area. Those areas are connected by doors and there's a mini
map showing how they're joined. You click on Explore or Stone (with a
pickaxe), Wood (with an axe) or River (with a fishing rod) to find
things. You get xp and when you level up you can add points to your HP,
ATK (attack bonus) or DEF (defense bonus). Other than that, your stats
are: AP for action points (it costs about 8 AP to click a box) and RES
for restoration speed.
There are sometimes dark spaces you can
unlock with a torch or actual silver or gold locks that need a matching
key. There can be entrances to sub-levels, and of course there are red
boxes with the usual types of monsters to fight. The monsters are very
generic, weasels and rats and bats and slimes, but the names do get
fairly creative. There are some buffs or debuffs you might get from
clicking boxes or during fights -- as usual, if there's a stat in a
game, there's some spell or buff to tweak it.
The levels are
designed very well, and you can almost always find your way past the
obstacles, sometimes by sidetracking and exploring other levels to find
the healing Herbs or Pools so you can run to them when needed. Some
boxes just give funny messages when you click them, and a few of them
ask for simple quests or items.
To me, the Items are the weak
part of the game, since there are really only four of them: armor, ring,
sword and boots. These have a fair range of bonuses, all the usual
ones from Dodge %, Critical Chance %, and so on. As you go to higher
levels you find items with higher levels and higher bonuses, and that is
all. I guess it wouldn't matter if you had a sword with Critical
Chance +5% or a bow with the same effect. But more variety would be
appreciated for atmosphere. Your character (such as it is) has no
spells or special abilities, so that's a bit limiting.
Still,
with the simple plan and basic tools, the developers put together a fun
package. Each new level feels like it has a theme and some objectives.
Once
you get to level 7, you have a camp which links to many important
things. The Story space continues the main story (such as it is), but
the Dreamland space lets you spend shards to play an encounter area with
the level of your choice. A level 3 shard generates a level 30 area.
Level 4 gives level 35, and so on. So if you get stuck in the Story
with a monster a little too tough for you, hop out and play through some
shards to level up and go try that challenge again.
It's a bit
odd, but most of the rewards you get are fruits. You gather these and
make offerings at Altars to boost your stats -- a higher tier offering
gives more boosts.
There's one little Garden space where you can plant
seeds to grow some of your own plants. The Materials space gives you a
map full of wood, stone and rivers to get resources from, and the Shard
Shop where you can buy shards of various levels if you have enough
coins.
This game never tries to sell you anything. You can watch
a video if you want to unlock a box here and there, otherwise, you can
get gems for about 7 cents each or pay $4.99 (currently says 50% off) to
hide adds forever.
I like this game, it is a fine little set of
challenges. It doesn't pretend to be fancy or brag about its retro
graphics (I'm sooo tired of those), or suggest dueling against other
players (not my thing), or pretend you're building an empire (you're
not). Poke around, see what I can find, just barely defeat each boss,
and wonder what the next levels will look like. I do wish it had some
limited-use items or spells for variety. I spell or scroll to uncover
all blocks on a level would be a nice bonus, or an item buff to stop a
foe from healing for 10 seconds could make all the difference in a
fight. There are a lot of things the developers can still explore or
expand.
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