Roguelike games likely give the most repeatable opportunity to explore both of these elements, as procedurally-generated areas mean that there is always a new dungeon you could explore, and the risk of permanent death means that character development has higher stakes and can be easily reset to start again.
I've always enjoyed roguelikes, especially because they are often great for filling small bits of free time in ways that other, more narrative-based RPGs usually cannot.
Though it doesn't do anything particularly innovative, Quest of Dungeons scratches that itch. There are sadly some unfortunate design deficiencies preventing it from being a truly stand-out title. Here's what you can expect:
Quest of Dungeons successfully hits all the major roguelike tropes: each time you start a new game, you're dropped into a new, random dungeon. All the action takes place on a grid populated by monsters, traps, and treasures. You can only move in one of four directions (up, down, left, right) and attacks, spells, and item use are executed with a single command. Enemies only move or attack whenever you take an action, so the gameplay is about planning and developing your character instead of mastering a complex combat system.
Your basic game in Quest will consist of choosing from one of four character classes (with a fifth unlockable class) and trying to pilot that character to victory. Each class approaches combat in a slightly different way with access to different skills and different weaponry, but the basic gameplay is much the same: you clear out rooms searching for the stairs to the next level down, all while building up to a boss battle on the bottom-most floor.
|Our heroic warrior facing down a ghost, with the blood splatters of previous victories visible to the right.|
Everything else is random, though. The floor layouts use the same room shapes repeatedly, but each floor is usually big and complex enough that it doesn't feel overly repetitive. Random items spawn, too, so there's no guarantee that you'll get any particular gear or skills (because you can only learn skills from skill books).
On top of all that, you have the option to generate a custom dungeon. The options are rather limited, as you can only adjust the size of each floor and the number of floors, but even tilesets are randomized in these dungeons, so they offer the promise of near-infinite replayability.
Perhaps the most important roguelike feature shows up in Quest, too: permadeath. If your character dies, that's it. There are no save files to reload, no checkpoints for respawning. When you die, you have to start all over with a new character. You can reasonably complete most dungeons in about an hour, with the biggest possible custom dungeon still only take about two, so you're never losing tons of investment upon the death of your character.
Now that we've covered the basics, let's talk about what the game does particularly well.
The biggest plus is the overall aesthetic. The soundtrack is fantastic, with a handful of upbeat tunes used effectively to enhance the gameplay. For instance, there's a nice, peaceful song that plays while you're in the same room as a merchant, while an intense song amplifies the tension of boss fights.
Similarly, the game looks great. It takes the 2D pixellated perspective and runs with it, making great use of low-res character and item sprites. There are a handful of items that don't really look like what they're really supposed to be, but for the most part, the sprites are pretty well done. There's also a surprising amount of detail, everything from bosses to blood splatters look great.
The game definitely has a great vibe from the moment you jump into it.
To be honest, I really want there to be more good things I can say about the game, but as we'll see in a moment, there were so many disappointments that it's kind of hard to talk it up. Maybe the only other great feature is actually the relatively short length of most dungeons. In many games these days, especially games with RPG elements, it's hard to play for only 45 minutes or so because you'll barely progress at all. With Quest of Dungeons, however, you can completely explore a full dungeon in that time, so having bite-sized gaming experiences is something of a boon.
During the 20 hours or so that I've played Quest of Dungeons, my opinion of it has fluctuated wildly. Initially, I thought it was excellent because of the beautiful atmosphere and simple execution of roguelike elements. A bit into my third or fourth dungeon dive, I started to become frustrated with some aspects of the combat and character growth systems. As I developed a deeper understanding of the game's mechanics, it started growing on me again, as I realized I had greater control over the outcome of various scenarios than I originally thought.
|Time to do some shoppin'!|
So that's the biggest strike against the game: there are times where you might open a door and die, without ever having the opportunity to defend yourself or run away. It's something you have absolutely no control over, and no amount of cunning can save you in those situations.
And it happens a lot. The big problem is that there's a huge disparity between regular monsters and bosses. Bosses, like everything else, spawn randomly, and I've seen up to two on a single floor. These guys hit much harder than normal enemies, in some cases killing me faster than healing items could save me, and they take at least twice as many hits to defeat.
That by itself wouldn't be such a big deal if not for one other problem: every character in the game moves at the same speed of one tile-per-action. This means that it is impossible to run from a monster because you'll never gain any ground during a chase. The closest solution to running is moving to a different floor, but they'll be sitting right by the stairs when you come back, so you have to find another way around.
It's incredibly frustrating to engage a boss and discover that you stand no chance and then be stuck because you can't run away.
This formula is particularly problematic with 4 of the 5 classes, as only one (the archer character) can fight at range with no restrictions. Every other class either must fight in close quarters or relies on MP to cast spells, both of which can leave you vulnerable to one-hit-kills.
It's worth noting that this kind of nonsense happens even on the easiest difficulty setting.
On top of those "oops, you died" frustrations, there are some other mechanics that just aren't balanced. For instance, some spells have a chance to inflict a status condition, like freezing you in place for several turns or doing continuous damage over several turns. The power level of these status effects seems completely disconnected from the power level of the source.
As an example, it's pretty easy to get strong enough that regular enemies deal less than 5% of your max HP in each hit. I've ended up in many situations where a damage-over-time effect from those rather weak enemies straight up kills me in 5 steps.
|It's a worm boss. Bonus cameo from the Necrodancer unlockable class.|
I have a few other comparatively minor complaints (like most monsters function identically and you have no real control over your character's development), but I don't feel it's worth belaboring the point.
However, I'll say this: Quest of Dungeons, while a cute game with a charming feel, is a disappointing and frustrating roguelike. It's certainly not the worst game I've played, but I would have a hard time recommending this game to anyone, whether they are roguelike veterans or newcomers to the genre. It's definitely not worth your money, and it's probably not worth your time.
My Rating: 4/10 - mediocre.