![]() ![]() You guzzle a potion, your assailants advance again. You tiptoe forward, the monsters do, too. Bosses will slaughter intruders instantly if players squander a turn, but the shortage of long-range villains makes Quest of Dungeons a breeze by roguelike norms. For every elixir you drink, attack you initiate, or square you tread, each enemy inches closer, tile by tile, or retaliates with an attack of its own. ![]() I say “strategy” even though most of my tactics involved buffing my hero, throwing open doors, and blasting bosses with arrows as they shuffled forward. Gameplay offers easy turn-based battles against bats, spiders, and skeletons, then shakes up strategies and the tension before boss fights. A role-playing roguelike at heart, Quest of Dungeons breaks the mold. Common sense says fairy-tale missions and cold, cobwebby castles represent this game’s sales pitch, but the title and retro visuals – because the terms “indie” and “pixel art style” go hand in hand nowadays – do a disservice to the underlying fun. I dare you to devise a more generic game name than Quest of Dungeons.
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