I've spent far too many hours playing Dungeon of the Endless now and most of them have been tense and exhilarating. Knowledge is an essential part of the player arsenal - heroes and their skills have specific utility in the many situations that can arise - and an ability to concentrate on details while maintaining an overview of the wider situation develops over time. I'm MOB-Averse so the comparison may be wildly inaccurate, but Dungeon of the Endless is how a competitive lane-pusher might translate into a single player experience. There are some heroes that I've struggled to get along with and others that have absorbed me into their comfort zone.Ī breakthrough in my understanding of the game came when I noticed that the abbreviation DotE was almost a play on DotA. I've become accustomed to using Mormish, who I think of as a hero for all (or at least most) seasons, but I think my reliance on his skills is probably holding me back. The actual process is simple - go from A to B carrying C - but there are enough variables to make every attempt feel fraught with anxiety and danger. Some heroes will be used as crystal carriers while others must multitask, acting as the first point of contact, defender, soldier and mechanic. There's constant impetus to explore and gather, but rooms must also be converted into temporary sanctuaries for passage. The flow of the game - once you're over the inital hump of flowing from the menu screen directly into the grave - is complex and erratic. To reach the exit, with the crystal intact, it's necessary to master the use of modules, which provide resources, act as turrets, and can even buff every other module or hero in play at any given time. So Dungeon of the Endless is a game about creating a safe route through a random configuration of rooms, some of which contain monsters, some of which contain modules, and some of which contain item chests or resources. The object to be defended is a crystal and as well as surviving each floor, it must be transported from the entrance to the exit. But, like my attempts to define what the game is, my approach to playing it wasn't quite right.ĭungeon of the Endless isn't wholly comparable to a tower defense game because it isn't about protecting a static location. I'd been trying to play it as a tactical dungeon crawler, rushing toward the end of each floor and gathering experience and 'loot' as I went. Specifically, it explained why I'd struggled so much with the game. Having gone into the game cold, I hadn't realised that 'tower defense roguelike' was a description that had been attached to it - I wasn't even sure it was a description that could be attached to ANYthing. My attempts to explain how difficult and strange I'd found Dungeon of the Endless to be confused Graham. Yes, we'd spent all day looking at games until our eyes turned into single pixels and we should have changed the topic, but when you work in a toy store, there's far more inclination to talk shop after hours. How is Dungeon of the Endless best described? I was eating weird pizza with Graham at Gamescom earlier this year when conversation turned to Endless Legend. To see this content please enable targeting cookies.Īnd, just like that, we're back to the initial struggle.
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