completed DRPGs (ranked+thoughts)

Nothing here!


4.5/5 - 61.5 hours played
the gem system is pure genius, allowing for huge amounts of creativity
a narrative not afraid to take risks and an atmosphere heavy with consequence
googledoc is mandatory (Ether Mirage awareness + pre-planning artifact build)
extra is the vita version w/ hi-rez assets + some qol features + a tiny amount of new content
4.5/5 - 153 hours played
the most addicting approach to dungeon crawling to date
the distribution of skits and CG are not only driven by individual but also inner-party relations, meaning each players experience will be unique
all DLC dungeons
4.5/5 - 9 hours played
a vibrant and intense real-time dungeon feel that i simply could not put down
closer to an ARPG but still technically a first person grid-based crawler
100%'d, switch version is ideal for size of touch surface and visual clarity
4.0/5 - 85.5 hours played
wonderfully twisted and heart wrenching narrative
while overwhelming at first, the 'coven' system is only surface level complex
wildly creative exploration tools that other developers should steal
heavy wiki use
4.0/5 - 60 hours played
illegal mining operations into a portal to hell that spawns in the center of 1979 tokyo.
body modifications, child labor, corporate greed, the exploits of science, the corruption of faith...
incredibly smooth dungeon feel along with unique exploration options like wall-breaks, setting up healing stations and creating a racetrack of monster encounters
4.0/5 - 84 hours played
escape from tarkov: the dungeon crawler, written by Chunsoft
a game that you will need to dial in to your liking, but offers an experience like no other
PSV version is ideal
not only for touch accessibility but original game balance/non-censored
4.0/5 - 93 hours played
'revisited' edition adds a ton of new content and improvements
the best being the bounty hunting system
also quite like the characters and CG
3.5/5 - 74.5 hours played
simple crawler with some fun wallbreaking and jetpacking exploration
map movement/combat is FAST, and each floor is a whopping 32x32 grid
story and theme are a dud
3.5/5 - 94 hours played
while i didn't care so much for the dungeon designs and feel
the boss fights were incredibly satisfying, especially the extra harvest content
beating the true neutral end boss felt incredible
3.5/5 - 74.5 hours played
while premade characters and relationship grinding are detriments
it's still demon gaze at the end of the day
hard mode is recommended
3.5/5 - 76.5 hours played
meme title but solid entry from veteran developers
emphasis on beating bosses under certain conditions for a satisfying challenge
emphasis on 'blind' mapping and dancing/manipulating roaming enemies
3.5/5 54.5 hours played -- [expert mode]
unfortunately a very front-loaded crawler that fizzles out somewhere after the third dungeon and doesn't really start to hit its stride (map design and difficulty wise) until the last.
still an amusing novelty with a surprising amount of excess, creativity, and amusement.
3.5/5 - 50 hours played
vastly a VN with offensively bad dungeons for that make it hard to recommend
you can trivialize the game by only putting material into your party leader and solo every boss
but if you can endure, the final dungeon is one of the best i have ever experienced and almost makes the entire game worthwhile
3.5/5 - 51 hours played
a modern rebirth of the generation XTH games
graveyard dungeon blows, but otherwise really meaty experience
gamble-code/upgrading systems could use a re-work
playing the first game is not necessary
3.5/5 - 97 hours played
a character driven dungeon crawler from Arcsys
fully voiced and features over 200+ CG of varying quality
has a fast and clean unity dungeon feel with some minmaxing fun to be had with gemstones
overall a really long but easy, saturday morning crawler
3.5/5 - 42 hours played
100%'d, very much KonoSuba and even pokes fun at the genre itself
but maybe a little too far given that you are required to bring dead-weights along to beat the game like Darkness who will literally never do a single point of damage
Mitsurugi will carry your entire team
3.5/5 - 20 hours played
real-time beat-em-up gridbased combat accompanied by first person grid based dungeon exploration, visually like nothing i've seen before
really shines in dungeon 3 in terms of blending all of these genres,
becomes plagued by real-time platforming and time-wasting encounters in the back end
3.0/5 - 229.5 hours played
massively intricate and far-reaching narrative, truly impressive
huge improvements over the first game in terms of movement tech, biomes, and core systems
however, things start to fall apart around the middle and you will eventually be asked to endure one of the most unforgivable post-games ever conceived
3.0/5 - 213.5hrs played
the most difficult and grindiest crawler i've ever played, but satisfying superbosses
really helps put DT2-2 into perspective which had much more comprehensible dungeon layouts, and significantly more skits and CG to fill the gaps
there's not really a post-game so you are buckled in for the long haul if you pick this one up.
3.0/5 - 30 hours played
love the world of this game, wish it had a stand-alone VN
the dungeon design leaves a lot to be desired.
3.0/5 - 96.5hrs played
dungeons feel vastly like random generation with 20% craftsmanship
exploration tools are too narrow and numerous and in general it feels clunky and slow when they've already shown themselves fully capable of fast and fun exploration like with tokyo clanpool
story is exhaustive, may be a positive for people that want to have an experience with so many interpersonal moments but i found them to be anemic
not looking forward to having to play another 90+ hour game (MS1) before getting to finally play MS3 where i am most curious if they have managed to refine and boil down the mess of systems that are present in this game.
3.0/5 - 64 hours played
basically one of Experience's oldest games that they keep dusting off
crafting has too many menus, relationships gate your progress
has classes/sub-classes but very small offering of actual skills
milktoast high fantasy setting, bland maps, as generic as crawler offerings come
3.0/5 - 3 hours played
a cute concept where i felt like i was actively trying to respond to chat members, but it devolves into completely MASHING inputs blindly in the final stretch
2.5/5 - 85.5 hours played
not sure if its because i played on infinity mode but this game ended up being absurdly grindy, and not in a fun way

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