Dream Quest

Dream Quest

released on May 15, 2014

Dream Quest

released on May 15, 2014

Play cards! Kill monsters! Level Up! Dream Quest is a roguelike deckbuilding game inspired by the likes of Ascension, Magic: the Gathering, and Shandalar. Explore randomly generated levels as one of 13 classes in short, 30 minute, sessions. One floor might find your wizard in the crypt, another your warrior underwater, and a third, your assassin stalking a volcanic wasteland. As you progress, your characters earn achievements, each making your future runs a little easier or more interesting.


Released on

Genres

RPG


More Info on IGDB


Reviews View More

This game is hilarious because it looks so bad (the art was literally drawn by a child) but the gameplay is rock solid. It's a roguelike deck builder before roguelike deck builders were even a thing. The dev, Peter Whalen, actually got hired to help create Hearthstone after making it 'cause some Blizzard devs couldn't stop playing this dang game. I always thought Slay the Spire was a rip of Hearthstone's Dungeon Run but it turns out neither of 'em would've even been possible without this little gem.

And I gotta say, it totally holds up! It's got the whole gradual progression and unlocking of new characters and cards thing down pat. The whole Desktop Dungeons-esque dungeon crawling makes it pretty unique as most newer games in the genre get rid of that part in favor of a more streamlined, "tree diagram route" overworld progression thing like in StS or even Darkest Dungeon 2 now.

Personally, I don't have the patience to gradually unlock everything or even beat the final boss, though. Apparently it gets pretty crazy in terms of difficulty, which sounds pretty fun. Unfortunately there's just so many games in this genre now and they all take so long to progress through that my attention gets too divided to properly digest the whole of a single one of these. This is a good one though. And it's arguably pretty important too, historically I mean. So give it a shot!

It seems like deckbuilding roguelikes have been popping up everywhere in the indie scene since slay the spire released, and it seems to have picked up all the credit for starting the trend. Rightfully so, with how much it blew up.

However, seemingly hidden from the general gaming public is dream quest, arguably the progenitor of roguelike deckbuilders. It's honestly shocking how little attention the game seems to have received, with just over 500 reviews combined from the app store and steam page for the game.

There's a decent chance that this is due to the art style, which is probably the first thing someone will point out about the game. While it's obvious how it could turn people away, it does have its own charm, and everything still looks distinct despite how simple it is.

The gameplay itself is easy to understand, but has plenty of depth You move your character around a board, revealing locations and enemies as you go. You can approach these in any order you like, allowing for some extra strategy. When having to choose between one high-level enemy or two low level ones, do you battle the high-level monster to level up and optimize the full-heal you get from levelling, or battle the lower-levels enemies first and hope the loot you get is enough to take down the bigger one?

Combat is obviously where the meat of the game lies. The main cards you utilize basic attack cards, action cards which use an hourglass resource, magic cards that use mana, and equipment cards that provide passive buffs for the battle. The character you choose will also provide you with passive and active buffs to help you in battle, such as fully restoring your mana or making a copy of the next card you play.

While certain characters will obviously play better around a certain archetype due to their abilities, the enemy design makes it difficult for you to rely on one resource to win. Certain enemies can reduce or completely remove one of your resources with their moves and some are resistant to certain types of moves. There are even enemies that will slowly remove cards from your deck, preventing you from keeping your deck small to always draw what you need. The knowledge that there's always an enemy out there that could completely counter your build means you always have to keep your deck flexible, which feels like a big departure from similar games.

All in all, if you have any interest in card games, deckbuilding games, or indie games in general, you need to give this game a shot. On top of being a great game, it's one of the first of its kind, and it's a shame that it seems to have slipped through the hands of so many people.

literally the only mobile game i play.
i try other games on my phone but none of them are dream quest.

Die Grafik stört mich 0.

Was mich dagegen sehr stört, ist der hohe Glücksfaktor.
Man hat zu selten die Chance Karten hinzuzufügen um schlechte Draws auszugleichen.

Auch die Kämpfe können bei viel Pech sofort zum Tod führen.
Zieht der Gegner die richtigen Karten, spielt der dann gleich 8 Stück und der Run ist zu Ende.

like an effervescent song with a rough texture. The kind of game you can break right from the start (i enjoy breaking games). There is a reason why so many developers hold this game in such high esteem, and it is that it is so creative with the concept of "card game" through a small board that is discovered little by little transports the player to a fast and deep campaign , at the same time is demanding in its learning and mechanical approach, perfect for short or long games. I seem to be selling it as a consumer product or a board game out of the pile, but it is so immediate and satisfying that you just need to try it out for yourself.

The presentation is not the most attractive, perhaps because the drawings were made by the daughter of the dev, Peter Whalen, but for me it is a point in favor (wat)

The progenitor of the modern deck building roguelike that Slay the Spire and others have turned into perfection. This is much much harder than Slay (yes even at Ascension 20) due to a brutal learning curve that almost every monster in the game requires. Incredible variety though as each character, and there are many, play very differently, and the wide variety of monsters require a completely different approach. Also a tremendously creative approach to the genre. Knocked down a star for the one monster in the game I just actively hate playing against, the Sphinx. Note, the art is actually by the designer's daughter when she was young.