Dungeon Drafters

Dungeon Drafters

released on Apr 27, 2023

Dungeon Drafters

released on Apr 27, 2023

Dungeon Drafters is a mystery dungeon adventure set in a world where magic is cards, and cards are magic. Explore ancient ruins, loot rare cards and employ clever combos to defeat your foes and build the legendary spell deck that could save the world.


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A roguelike deck builder with plenty of customization, cute character designs, and excellent pixel art? Sounds like my kind of game, but after more hours than I like to admit, Dungeon Drafters is one thing first and foremost: a hardcore experience for masochist.

Pros:
+ excellent pixel art and character designs
+ deck building offers plenty of customization
+ changing between playstyles is quick and easy
+ checkered world design is intuitive and quick to understand
+ five different biomes with diverse challenges are available from the start
+ town quests invite and reward experimentation
+ curio system offers even more approaches to situations
+ final dungon can be tackled at any moment
+ bosses are diverse and smartly designed
+ side-quests and minigames are fun

Cons:
- difficulty curve is extremely steep
- initial pick of starter deck is extremely important
- town portal is not available from the beginning
- enemies and hostile gizmos are too plentiful and powerful
- most curios are useless or even increase the difficulty
- bonus room unlocks are important but impossible for most builds
- final area and boss are frustratingly difficulty
- jazzy soundtrack is unique but repeats too quickly
- plenty of glitches, UI, and game logic issues
- rough technical performance on Switch

Playtime: Over 40 hours, with most curios, cards, and quests unlocked. Regular ending acquired.

Magic Moment: Unlocking a late-stage card that allows to kill many enemies in one turn, only to realize it works not as intended. Finally beating the final boss of countless of hours, only to realize there is a hidden ending that I can just look up.

Verdict:
Dungeon Drafters offers a unique mix of 16-bit visuals, deck building and roguelike elements, but its extremely high difficulty curve and lack of hand holding makes it a real challenge that delights and frustrates in equal measure. Facing a dozen enemies in small rooms and and having to check the attack patterns and sequence of action on each enemy becomes cumbersome and time consuming quickly, and elements intended to allow for greater customization like curios or health increase items don't scale quickly enough with the ever-increasing challenges. A round of fishing or playing a logic minigame helps take the steam off, sure, but the next death is always around the corner.

In short, this is a hardcore experience intended for players willing to deeply engage with its systems. Everyone else will be killed by the now-obligatory tutorial boss, only to realize that they are in for a world of cruel randomization, icy floors, and pain.

Check it out if you like the look, but don't say I didn't warn you.

cetait vraiment bien au debut mais jai trouvé une combinaison de cartes qui etaient bcp trop forte , mal equilibré

Played the demo, very fun little game, Slay the Spire meets JPRG?

NOTE: only played the demo

another fun contribution to the genre, with just enough to make it stand out. the artstyle is nice, and i think the idea of having established characters is great, and i love the idea of character-themed decks.

unfortunately, something about it just didn't click with me. i think it was the feeling of drawing and using cards not satisfying me enough; i frequently found myself wishing i could do more with discards and draws. positioning also felt more like a chore than additional tactical depth.

maybe you see those features in the full game, but the demo didn't make me want to find out.

Que grata surpresa foi Dungeon Drafters. Esse jogo fez uma harmonia excelente entre turn based, card game e o equilíbrio entre habilidades, inimigos e progressão.
Mesmo tendo 5 biomas, cada biomas tem seus níveis a cada andar, você vai fortalecendo a medida que adquire novas cartas e itens fazendo com que a progressão não fique repetitiva.
E incrível ver que um dos meus jogos favoritos do momento foi desenvolvido por brasileiros ;)

Anfangs war ich eher abgeneigt, weil die Karten selbst kaum aufeinander aufbauen. Stärkere Karten machen schwächere Karten grundsätzlich obsolet.
Aber das sorgt dafür, dass man Stück für Stück ein besseres Deck zusammenschustert, bis man endlich die Dungeons abräumen kann.

Am Ende braucht man jedoch starkes Glück, da bestimmte Situationen bestimme Moves voraussetzt.
3 Fernkampfgegner und du hast nur Nahkampfkarten gezogen? Pech gehabt, du bist leider sofort tot.

Eingeengt und du kannst du nur schießen? Pech, mal wieder tot.
Dazu ist die Hubworld MMO-RPG Freewaremäßig. Niemand sagt etwas sinnvolles, von 5 Leuten bekommt man Quests, also rennt man die ab und lässt den Rest stehen. Hätte man sich auch schenken können.