The Dungeon Crawler thread.

Played Wiz 8 for quite a while, loved it but wish for some complete combat overhaul/rebalance that reduces enemy unit/party numbers to half, battles grew huge and took such a long time as you also wait for everything else in the vicinity, engaged, friendly or not, to take its turn going about...
Stupid question: Is there a dungeon crawler where you can see your party form third-person? I've always wondered why almost all of them opt to show the exploration and combat in a sort-of first-person view. I kinda like what Wizardry: Daphne is doing in that regard. I wish more dungeon crawlers would do something like that. Also one of the reasons why I think Valbrace (UFO 50) is great.
Lots of games classified as (C)RPGs could just as easily count as dungeon crawlers that aren't first person but isometric or whatever. The Divinity: Original Sin games, Temple of Elemental Evil, Tower of Time, Spiderweb Software's combat and dungeon heavy games, Dark Envoy, Icewind Dale, etc...
 
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Played Wiz 8 for quite a while, loved it but wish for some complete combat overhaul/rebalance that reduces enemy unit/party numbers to half, battles grew huge and took such a long time as you also wait for everything else in the vicinity, friendly or not, to take its turn going about its business...

Lots of games classified as (C)RPGs could just as easily count as dungeon crawlers that aren't first person but isometric or whatever else. The Divinity: Original Sin games, Temple of Elemental Evil, Tower of Time, Spiderweb Software's combat and dungeon heavy (series of) games, Icewind Dale, etc.
Yeah, I know. But I was specifically asking about dungeon crawlers like Wizardry or Eye of the Beholder but in third-person (no isometric point of view). I still play Neverwinter Nights 1 modules that are pretty much dungeon crawlers.
 
Yeah, I know. But I was specifically asking about dungeon crawlers like Wizardry or Eye of the Beholder but in third-person (no isometric point of view). I still play Neverwinter Nights 1 modules that are pretty much dungeon crawlers.
I think you're mostly out of luck when finding those kind of crawlers, apart from as you said isometric games that let you zoom in and adjust the camera somewhat.

Found this one, that seems to fit the bill.
But it won't release until next year, seems a bit more action focused and I don't think it's party-based.
 
Does Labyrinth Of The Demon King count because that's one of my favorite games this year.

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Oh, yes, I had it in my list for Switch but forgot to purchase, will grab it next time it's on discount.

Right now doing the last 100 floor tower postgame for The Lost Child, was not going to do it but might not touch the game again due lack of time. All the puzzles that were missing from the main game are now here, taking 15-30 minutes per floor. This could all be a whole game on its own.

Stupid question: Is there a dungeon crawler where you can see your party form third-person? I've always wondered why almost all of them opt to show the exploration and combat in a sort-of first-person view. I kinda like what Wizardry: Daphne is doing in that regard. I wish more dungeon crawlers would do something like that. Also one of the reasons why I think Valbrace (UFO 50) is great.

It's kind of hard to show a party from behind, especially because they aren't all in a single line but usually you have 2 or 3 at the front and 2 or 3 at the back. While Valbrace is a first-person dungeon crawler it is more of a Rogue or Ultima child where you control a single character which makes third person view a bit easier to handle. Plus in Valbrace you are in charge of your evasion whereas D&D games that's usually left to roll dice.

Why are these 2 so ridiculously expensive? Are there animated giggedy scenes or what? They look like etrian odyssey rip offs.

Hmm... At least the Switch versions didn't have animated scenes in general, it's like Etrian with the still images. There's one woman showing her breasts in one scenes but it's not Moero Crystal H or Sakura Dungeon. And it could be said that it's child of Etrian but upping the ante, audio is much better (fully voiced, music is far varied and better and Galleria even has that kind of operatic voices for some songs), the story is far deeper and complex, game is longer and more rewarding with more skills to use, you can control up to 15 characters (plus 25 extra helping in combat), there are no random encounters (all enemies including FOE and bosses can be seen around), etc. The only thing that Etrian does better on DS (and I guess 3DS, haven't played those yet) is the mapping, I loved mapping by hand even if in the end every map looked the same, just brings back memories of mapping Wizardry 5 for SNES and MUDs online.

As for why they are so expensive, no idea, NIS releases usually sell out immediately and then you have to pay ridiculous amounts for the physical copies. But personally they are a steal.
 
Played Wiz 8 for quite a while, loved it but wish for some complete combat overhaul/rebalance that reduces enemy unit/party numbers to half, battles grew huge and took such a long time as you also wait for everything else in the vicinity, engaged, friendly or not, to take its turn going about...
Tell me you've used Wiz8+ or other mods? There are a handful of small mods out there that tweak the combat by allowing you to increase enemy movement speed, projectile flight speed, turn delay. I mean, an entire round with a full party and ten enemies can be over in literally five seconds or less when you tune it that way for speed. It's all fully customizable.
 
God. It is taking forever for that damn Mado Monogatari game to come in the mail.

I want my silly Japanese game!
 
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Played Wiz 8 for quite a while, loved it but wish for some complete combat overhaul/rebalance that reduces enemy unit/party numbers to half, battles grew huge and took such a long time as you also wait for everything else in the vicinity, engaged, friendly or not, to take its turn going about...
They expected you to sneak past a lot of fights but I agree that the mods to speed up combat need to be about 20 times faster for the game to be less obnoxious about it.
 
Stupid question: Is there a dungeon crawler where you can see your party form third-person? I've always wondered why almost all of them opt to show the exploration and combat in a sort-of first-person view. I kinda like what Wizardry: Daphne is doing in that regard. I wish more dungeon crawlers would do something like that. Also one of the reasons why I think Valbrace (UFO 50) is great.
Absolutely disgusting.
 
Absolutely disgusting.

lol, I'm not that harsh but I much prefer turn-based. If my punishment is permadeath let me think all I need to setup my best attacks.

I would have bought Mado Monogatary physical if it was a first person view, the third person personally makes it a bit more strategy. Kind of surprised they went that way instead of keeping it first person though I haven't looked much into the series before.
 

The Tower of Druaga is considered one of the ancestors of action JRPGs. The game was released for arcade in 1984, but was not released outside of Japan at the time, so little was known about how it was received. Actually, it caused a frenzy in Japanese arcades. I experienced this frenzy of Druaga firsthand in Japan, so I'd like to share what I saw. Sorry, this is going to be a bit of a long post.

The objective of The Tower of Druaga is to rescue the kidnapped shrine maiden Kai from the top floor (60th floor) of the tower. To rescue Kai, Gilgamesh, the protagonist of this game, needs many items from treasure chest. Each floor contains a hidden treasure chest that can be found in a specific way. There were absolutely no hints as to how to find the treasure chest.

Gamers formed small groups at arcade and worked hard to figure out how to find the treasure chest. On each floor, we went through a lot of trial and error, over and over again. So, the correct information on how to get the treasure chest was really valuable. The handwritten notes explaining how to find the treasure chest out were treasures in themselves. There was also a time when I couldn't figure out how to find a treasure chest on a certain floor, so I timidly asked a slightly scary senior student at school who I don't usually talk to how to get to the treasure chest (and he told me!).

There were also cases where small groups were at odds with each other. In those cases, they would engage in information warfare, sometimes passing on false information. Sometimes, when a member of a rival group appeared in the arcade, their comrades would surround the cabinet and hide the screen.

There was also a regional gap in information. In cities with many arcades, information was transmitted more frequently, so progress was faster, while in the countryside, there were fewer arcades and gamers, so progress was slower.

The hardest part was the 31st floor. Our group was completely stuck. We later learned from another group that the correct answer was "Press the start button." There's no way that could be figured out! From what I heard, the first group to figure this out just couldn't figure it out, so they got so annoyed that they started slapping the cabinet all over. Then a treasure chest appeared by chance, and that's when they figured it out.

Another important thing of arcades at the time was the "communication notebook." This was like a contact book where visitors to the arcade could write down all sorts of things, and was available in every arcade at the time. It was a very chaotic notebook, with illustrations, game hints, rumors, and even badmouthing other gamers lol. We often used this notebook to exchange information about treasure chests. Sometimes there were fake information, but without it, we wouldn't have been able to progress in the game Druaga. The culture of communication notebooks in Japanese arcades is very unique, and even now, in the age of the internet, some arcades still carry these notebooks.

A month later we were still on our way, but we received information that a group in Tokyo had finally reached the 60th floor and finished the game (although it turns out they actually completed it in about two weeks). It was incredibly fast. We felt like we'd lost the battle, but we also felt happy. I felt like all the gamers who worked on this game joined forces to defeat the evil Druaga.

Our battle was over. A few months later, a magazine published instructions on how to find the treasure chests on all floors, and I was able to use them to finally beat Druaga. I managed to complete it with the help of information from a magazine, but I was still very happy. After a few more months, Druaga was ported to the Famicom, sparking a craze in the console world. Strategy guides explaining how to get the treasure chests sold like hotcakes. This completely established the Druaga brand, and it remains popular in Japan to this day.

That's all for this post. Sorry this is very long. Thanks for reading.

Not sure if this counts but I just saw this really interesting post about Tower of Druaga. That must've been an awesome time to be an arcade gamer.
 
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Not sure if this counts but I just saw this really interesting post about Tower of Druaga. That must've been an awesome time to be an arcade gamer.
If you call Diablo the iconic action RPG genre then its no secret that it was inspired by games like nethack and gauntlet, which were heavily based on rogue and dandy. The first game I played with some of these action Maze elements was Maziacs from 83 for the zx spectrum. Gauntlet itself was sort of a trashy game compared to the home games since you fed it money based on time played not really based on your skill.
 
I got my game in the mail!

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Now I wish I had gotten that version instead of the regular release. I wasn't familiar with the series so I didn't know if I would like it or not, but turns out it's one of the better games I've played this year. So hilarious!
 
I got my game in the mail!

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Very cool man! Never played one of those, only the Puyo Puyo puzzle games, but if the game is as cute and charming as those then I'm sure it must be a blast to play.
 
Of course, I tore the box a bit when I opened it. So, I guess I will put a little glue on it.

They need to make it easier opening boxes. They always have a tab that gets stuck.
 
Only own a Switch so can't play those, however Weepstone looks really nice. For Switch I played Drawngeon though didn't reach that far, I remember the game crashing a few times in the early stages and switching to another, or maybe I bought something I wanted to play and never returned.

 
I would suggest The Quest, on iOS and Android. It also has many expansions.


I originally had this game on my Windows Motorola MPX200 phone and was blown away by it. Years later I realised it was on Android and now I always have it installed, even if I haven't actually played it in years.
 
I originally had this game on my Windows Motorola MPX200 phone and was blown away by it. Years later I realised it was on Android and now I always have it installed, even if I haven't actually played it in years.
I think it became quite a classic. I've always been curious as to why there haven't been more of these afterward, and why not on handhelds like the NDS or 3DS.
 
Another new one just announced during gamescom, Deep Dish Dungeon



Description:

A survival exploration game where you navigate through a puzzly hand-crafted dungeon, with metroidvania and crafting elements. Unravel the enigmas of the dungeon's depths solo or online co-op multiplayer.
 
So i have been playing a game that should be the best of modern "blobber" dungeon crawlers: Legend of Grimrock 2

And it is really polished - but after 10 hours I really think I would have enjoyed the first game better. I figured the second would just be better but it is not really classic dungeons more an open world-dungeon with that is really open ended. Fine - but it is also really confusing where I should go next. I usually prefer my goal being the next floor or somerthing...
 
Choose Media icon in the text editor and paste the Steam link there.
No need to, just copy & paste the store link and the forum magic does the rest.


Game looks very cool indeed! I'm a bit disappointed on it being a roguelike tho.
 
No need to, just copy & paste the store link and the forum magic does the rest.


Game looks very cool indeed! I'm a bit disappointed on it being a roguelike tho.

Ahh, I was overthinking it. I went to the Steam page, grabbed the "Embed" link, and thought there was some way to use that thing.
 
Not sure if this counts but I just saw this really interesting post about Tower of Druaga. That must've been an awesome time to be an arcade gamer.
Yea, when you do a dive into the Japanese gaming scene of the mid-1980s it's obvious how influential this game is.
 
Last week I found out that Wizardry VI: Bane of the Cosmic Forge for the SNES had a fan-translation. Been having a blast going through the game. The translation isn't flawless, some overlapping text and grammar issues. But it dosen't take much from the experience ...as long as you know a bit about how Wizardry works.

Had to pull out the old pen and paper to keep track of locked doors, NPCs, point of interest and quests. Real old-school. But I find it adds to the experience. Could be I'm sick and tired of it in a weeks time, but for now I'm enjoying myself very much.

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I was fast scrolling Twitter and crossed the account for Algolemeth, just caught a glimpse that it used AI and said, more AI slop. However I retraced my steps because the image was very Wizardry-like and realized it said "Making AI" (AIを作り instead of AIを使い) and literally it's about programming the AI for your party to traverse a dungeon.


The concept is not new but I've always found it interesting: one of the premises of Final Fantasy: My Life As a King was that you recruited town dwellers, buy them equipment, give them items and send them to crawl dungeons but without being able to intercede, you later received the report about what happened, how the battles went and what they managed to retrieve. I believe there's also some Final Fantasy which allows you to program your partners depeer than just aggressive / passive instances.

It looks like you have an area for programming, so your program will have to fit inside that area (kind of Backpack Hero and similar), and that between the treasures you get there are new commands for programming.

At least as a programmer it grasps my attention because a program might be good for a battle or a dungeon but completely wrong for the next one. Apparently it supports Japanese and English.
 
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Tried Wizardry: Tale of the Forsaken Land on PS2. Kinda meh on many levels, I don't know if I'll keep playing. The special attacks done by multiple party members since like a nice mechanic but I dunno if that's enough to keep my interest. Played until the first bossfight, which was easy as hell but kind of a tutorial still I guess.

Has anyone here played it? Should I keep going or nah?
 
I was fast scrolling Twitter and crossed the account for Algolemeth, just caught a glimpse that it used AI and said, more AI slop. However I retraced my steps because the image was very Wizardry-like and realized it said "Making AI" (AIを作り instead of AIを使い) and literally it's about programming the AI for your party to traverse a dungeon.


The concept is not new but I've always found it interesting: one of the premises of Final Fantasy: My Life As a King was that you recruited town dwellers, buy them equipment, give them items and send them to crawl dungeons but without being able to intercede, you later received the report about what happened, how the battles went and what they managed to retrieve. I believe there's also some Final Fantasy which allows you to program your partners depeer than just aggressive / passive instances.

It looks like you have an area for programming, so your program will have to fit inside that area (kind of Backpack Hero and similar), and that between the treasures you get there are new commands for programming.

At least as a programmer it grasps my attention because a program might be good for a battle or a dungeon but completely wrong for the next one. Apparently it supports Japanese and English.
As long as the progression systems and depth of both the programming aspect and classes/builds is solid I can see myself enjoying this very much. Thanks for mentioning it.

Tried Wizardry: Tale of the Forsaken Land on PS2. Kinda meh on many levels, I don't know if I'll keep playing. The special attacks done by multiple party members since like a nice mechanic but I dunno if that's enough to keep my interest. Played until the first bossfight, which was easy as hell but kind of a tutorial still I guess.

Has anyone here played it? Should I keep going or nah?

It's on my list. I've only booted it up and done the first 2 floors. First impressions were good, it seems to be a well regarded "classic" wizardry game from the Japanese branch of the franchise. As such, you really need to be in the mood for a bit of a monotonous ride. I'm hoping for fun dungeon exploring and challenging enemies when I dig into it. Not sure how I'll feel about that Reaper mechanic long term, we'll see I guess.

Juggling Wizardry VI and Class of Heroes 2 atm, having a blast.
 

This unique looking dungeon crawler including FMV elements is now on sale for the price of a coffee.


It received a quality of life update with combat rebalancing just yesterday.
 

This unique looking dungeon crawler including FMV elements is now on sale for the price of a coffee.


It received a quality of life update with combat rebalancing just yesterday.
thanks!

the thread that keeps on giving
 
Just finished Legends of Amberland II on Switch. The first part isn't available in the Argentine eshop so bought and played straight the second part, beating the game in about 21 hours (HLTB has 17 hours as completionist). I think I did all of the quests and subquests but one about finding four pieces of a pirate map, missing just one. I must say that the story is extremely straightforward, you know exactly what you need to do as soon as you meet the king and the game ends as soon as you report back your success, so it's a good initial game for someone looking for starting in the crawling genre but find Wizardry and similar claustrophobic or too punishing.

Graphics are extremely simple but have their own charm, it pretty much looks like One More Dungeon or Minecraft but without the weapon swinging (and it's turn-based). The game simplified the consumables too, there are like none. No need to worry about buying potions or the like, you pretty much can finish the game with weapons and armours you find in the dungeons. The magic system is also straightforward, there aren't trees of skills or things like that, choose character, class and off you go. Every class has one skill but never understood what they did, they looked like one-time uses (like "Charge" which apparently hit all the enemies at the same time but then never reenabled itself). I turned on the "respawn monsters", that makes monsters respawn at the beginning of every month (which makes the game easier since you can grind indefinitely). Formation is 3 at the front, 2 at the left flank and 2 at the right flank so it took me a while to understand that (especially since you have all 7 characters listed in a single line). Didn't use bard or troubadour (I hate them since Etrian lol) but the team I made was good enough. There aren't new classes, warriors and knights don't have any kind of magic whereas mages, sages and priests learn spells at determined levels.

Maybe the most confusing part is finding where to go since you can check the name of the cities from the map, you need to go inside which is kind of confusing. And you need to get different levels of navigation skills to be able to traverse deeper waters as well as getting better ships as well. There are plenty of side quests which can be confusing at times, fortunately the game guides you pretty well, you can check a quest and it will tell you roughly the coordinates of who gave you and what you are supposed to do (though not where to go). And it will tell you if you need to return because you finished it but didn't realize about that. Also when you check the information or make a tent to recover energy it will tell you what you should do next for your main quest.

There's also an option to make a bell sound whenever you are near a fake wall so that you can find the secret passage which is a nice touch, I had turned it on but played most if not all of the game in mute so didn't know what the option did til I turned the sound on near the end by chance.

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