Dungeon-crawler - IndieGames https://www.indie-games.eu/en All about Indie Games Thu, 19 Jun 2025 18:26:36 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.1 https://www.indie-games.eu/wp-content/uploads/2023/10/cropped-logo-ig-novo3-32x32.png Dungeon-crawler - IndieGames https://www.indie-games.eu/en 32 32 Guards II: Chaos in Hell – Turn-Based Strategy with a Unique Spin https://www.indie-games.eu/en/guards-ii-chaos-in-hell-turn-based-strategy-with-a-unique-spin/ https://www.indie-games.eu/en/guards-ii-chaos-in-hell-turn-based-strategy-with-a-unique-spin/#respond Wed, 18 Jun 2025 18:37:05 +0000 https://www.indie-games.eu/?p=26452 It brings something new to turn-based strategy genre, forcing you to move your characters around a grid.

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  • DEVELOPER: Battlecruiser Games
  • PUBLISHER: HeroCraft PC
  • PLATFORMS: PC
  • GENRE: Turn-based / Strategy
  • RELEASE DATE: June 19, 2025
  • STARTING PRICE: 15,79 €
  • REVIEWED VERSION: PC
  • I was surprised by how much fun Guards II: Chaos in Hell is. It brings something new to turn-based strategy genre, forcing you to move your characters around a grid to activate their abilities and attacks. You’ll assemble a squad of four heroes from eight unlockable options (like a wizard, monk, or dark priest), which you earn by progressing through the campaign. Your goal is to defeat demons, but the game is not without its flaws.

    Core mechanics are easy to understand

    The game start with a brief tutorial that teaches you the core mechanic: to activate a hero’s ability, you must strategically swap them around a 7×3 grid. However, only the first two rows are actively used by the player. The second row holds your three attacking heroes, while the single position in the first row is for healing and activating abilities when you move a hero out of it.

    This is a really cool and interesting idea that keeps evolving. Each hero has unique attack methods: short-range, long-range, or elemental attacks. They also have second stances, for example, a wind elementalist mage can switch to a more powerful fire stance, unleashing special meteor fireballs. Healing is crucial too, and swapping a character from the back row is highly recommended.

    After the tutorial, you’ll start playing through a campaign that takes you through five distinct circles of Hell, each inspired by myths from various cultures, and every unlocks a new heroe. You’ll face a variety of enemies: they start weak, like simple mummies and grotesque creatures, but quickly become more deadly, throwing shurikens, attacking multiple times, and multiplying each level, making all biomes much harder to clear. My biggest bonus feature is the speed-up button. This lets you quickly complete playthroughs and levels in about six minutes, but it still keeping the strategic thinking fun and fast-paced.

    “You’ll face a variety of enemies: they start weak, but quickly become more deadly.”

    You can experiment with heroes and their talent trees

    Every enemy in Guards II is weak to something, whether it’s fire or physical attacks, making them easier to defeat with the right strike. After clearing a level, you can use demon essence (earned from completing levels) to get temporary boosts to stats like attack or health. Each circle of Hell has about 4-5 levels. However, a frustrating aspect is that to advance to the next level, you often have to replay previous ones within the terittory. This means clearing the same content again just to progress. This design choice was likely made to extend the game’s length and ensure you have enough time and resources for upgrades.

    All heroes have their own talent or upgrade tree, allowing you to buff their attacks, abilities, and boost their health and power, with multiple upgrade tiers available. You upgrade them using gems earned by completing levels and each level also offers higher difficulty settings, from easy to extreme, keeping the game fun and challenging. Additionally, you can unlock extra skills with feathers, such as heroes recovering more health in the back row or earning more demon essence after each level.

    There’s ability to conjure certain items for one-time or limited use during battle, like reviving a fallen hero (since it’s an instant game over if one dies) or dealing extra damage. But my biggest issue with Guards II is that it plays too safe with its content, offering not so much variety. While some heroes have unique stances, like the alchemist’s gun, most simply shift into a fiery form that’s often even weaker than their initial one.

    “All heroes have their own talent or upgrade tree.”

    Fast-paced and fun, you won’t be dissapointed

    It’s also unclear how many gems you’ve saved for each hero, since each character has their own separate pool for upgrades. While Guards II: Chaos in Hell boasts nice pixel graphics, they are too pixelated. This makes ability information, on-screen numbers, and even the initial tutorial text very difficult to read. Most enemies have distinctive looks and there’s a good variety, but bosses surprisingly don’t stand out. They lack unique characteristics, feeling more like regular enemies.

    However, despite these visual drawbacks, the game’s fast-paced turn-based strategy, combined with each biome introducing unique tactics and new heroes, makes it a really solid choice if you enjoy this genre. There’s even a special “hell mode” at the end for an extra challenge. I can highly recommend this title. With 80 levels to beat and a flexible systems, you’ll constantly experiment with your heroes and use them strategically, which is a big plus.

    Pros Cons
    Unique mechanics. Too pixelated graphics.
    You have the freedom to experiment. Certain accessibility options are missing.
    Very simple to play.
    It can be sped up.
    Content
    80%
    Gameplay
    90%
    Graphics
    70%
    Final score

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    Dice ‘n Goblins – Cozy RPG with unique approach https://www.indie-games.eu/en/dice-n-goblins-cozy-rpg-with-unique-approach-review/ https://www.indie-games.eu/en/dice-n-goblins-cozy-rpg-with-unique-approach-review/#respond Wed, 11 Jun 2025 16:00:58 +0000 https://www.indie-games.eu/?p=26219 The game aims to blend luck and strategy in a cozy yet challenging package.

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  • DEVELOPER: Tsukumogami Software
  • PUBLISHER: Tsukumogami Software
  • PLATFORMS: PC
  • GENRE: Turn-based RPG
  • RELEASE DATE: April 4, 2025
  • STARTING PRICE: 13,79€
  • REVIEWED VERSION: PC
  • Dice ‘n Goblins is a first-person turn-based and dungeon-crawling RPG that places you in the role of Gobby, a goblin knight navigating trap-filled dungeon to find a safe haven for her people. With its unique dice-based combat that draws inspiration from tabletop RPGs, charming hand-drawn art, and classic grid-based exploration, the game aims to blend luck and strategy in a cozy yet challenging package.

    Cute cartoonish graphics

    Having already played the demo, I had some expectations for the game’s official release, but its 10 interconnected levels with grid-based movement, reminiscent of titles like Legend of Grimrock or Etrian Odyssey, truly hooked me in. However, it occasionally grew repetitive. The dungeons lacked proper detail, filled with similar-looking enemies and consistent, rather bland textures and graphics everywhere, which was a slight disappointment.

    Despite this, I really admired the approach to art style and characters. They’re essentially hand-drawn images integrated into a cartoonish environment, and while that might sound odd, it actually complements the surroundings perfectly. From goblins to mice, every character fits seamlessly into the world. Beyond that, the dungeons feature interconnected layouts, demanding you solve environmental puzzles like finding switches or even drop down through holes and be in the water.

    The auto-mapping feature helps you stay oriented, but I wish it had clearer markers for walls and edges, as it can leave you confused about where to go next. The map’s multiple floors and layers often felt unclear too – it was just rather confusing to get around, although going face first into danger was fun. Luckily, the game’s small size makes finding the right path quicker than expected.

    “I really admired the approach to art style and characters.”

    The turn-based combat is solid but comes with some flaws

    The combat system is arguably the game’s most enjoyable and straightforward feature. You equip items like daggers or shields, each providing specific dice, for example, a dagger gives a four-sided damage die or a shield a defense die. These dice are rolled every turn and categorized into damage, defense, and healing. Success depends on strategically selecting dice to chain combos and using unique skills to alter dice effects for maximum impact. Enemies also use dice and combos, which sometimes forces you to adapt to their patterns.

    However, the system’s reliance on RNG can make fights feel too fast at times, or drag on, especially in later dungeons. But, since you get a permanent healing dice early on, it makes it too easy to just take hits, which makes the combat a bit boring. The game is even more forgiving because you have stars to change your dice numbers, making it easy to “cheat” the system. While I understand the goal of a cozy game, the balance between early and late game is visible.

    As you travel and explore, you’ll find loot in chests, including new dice, equipment, and items to trade with a dungeon merchant. This lets you customize Gobby’s dice pool and skills. What I do miss is a clear visual difference between bosses and regular enemies. Bosses hit hard, but since you can rest at campfires to reset enemies, you can essentially farm levels for free. This can also make enemies too weak over time, though the game tries to balance this by forcing you to explore for new loot, as sticking with the same weapons isn’t a good idea.

    “Combat relies too much on RNG and forgiving mechanics.”

    The story has its own memorable moments

    Dice ‘n Goblins also features a gentle learning curve, gradually introducing mechanics like piercing or poison effects, so you’re not stuck with the same items. With three different skill trees, there’s plenty of room for experimentation. My biggest issue is the inconsistent XP and gold drops from enemies. Some grant a lot, others very little, with no clear explanation for these varied amounts.

    Another really good aspect is the story, which is delvered through silly dilagoue and cutscene that hint at a larger world. Interactions with NPCs, including potential allies, add charm and context, though the story is more a backdrop than a driving force here. The focus remains on gameplay, with the narrative serving as a light, engaging motivator. Sadly, most NPCs feel a bit useless, which is a definite letdown. There’s also backtracking, but only in situations where you suspect you’ve missed a room and hope to find a new chest.

    On a positive note, I didn’t encounter any major bugs. The only real annoyance is accidentally clicking forward during combat, which can trap you, preventing you from re-selecting dice and forcing you to commit. Missions were also often unclear, with odd progression paths, and dialogue sometimes fails to provide proper direction. But even if you do get lost, somehow you would always find a way out.

    “The story unfolds through amusing, silly dialogue and cutscenes.”

    Solid pick if you’re into cozy RPGs

    In the end, Dice ‘n Goblins proved to be a surprisingly solid RPG. I appreciate games that experiment and offer something new, and this is definitely one of them. The first-person view was so well-executed that I didn’t even miss a third-person option, though it would have been a cool addition. Nevertheless, this is a very charming game, perfect if you’re a fan of the genre.

    I often found myself listening to podcasts while playing this one, it’s genuinely that chill and enjoyable. While it’s still a bit rough around the edges, I can’t fault the developers; it’s an indie game that’s functional and absolutely worth a try. For those who love cozy RPGs with a tabletop feel, Dice ‘n Goblins is worth exploring, especially if you can overlook some minor imperfections.

    Pros Cons
    Charming characters and art style. The graphic style is always the same everywhere.
    Good turn-based combat. It depends too much on RNG.
    Relaxing and simple gameplay. Navigating is confusing.
    Satisfying progression. It can become repetitive.
    Content
    80%
    Gameplay
    80%
    Presentation
    70%
    Final score

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    Hades II pojavit će se i na Nintendo Switch 2 konzoli https://www.indie-games.eu/en/hades-ii-to-launch-on-nintendo-switch-2/ https://www.indie-games.eu/en/hades-ii-to-launch-on-nintendo-switch-2/#respond Fri, 04 Apr 2025 10:28:54 +0000 https://www.indie-games.eu/?p=23334 The game will arrive on the original Switch and Switch 2 as soon as it leaves the Early Access phase.

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    This Tuesday, during a Nintendo Direct presentation focused on unveiling the Nintendo Switch 2, Supergiant Games confirmed that Hades II will launch on the new console in 2025. Creative Director Greg Kasavin appeared in the broadcast to announce that Melinoë and her mythological cohort would arrive on both the Switch 2 and the original Switch once the game exits Early Access.

    No specific date within 2025 has been provided for the version 1.0 launch. Supergiant has stated that Hades II will remain in Early Access at least through mid-2025, with a third major update planned for Spring 2025. Given this timeline, the full release, and thus the Switch 2 launch, is expected between Q2 (April-June) and Q4 (October-December) 2025. Speculation suggests possible dates of May 20 or July 22, 2025, based on Supergiant’s historical release patterns.

    Hades II entered Early Access on May 6, 2024, for PC via Steam and Epic Games Store. It launched in a more advanced state than Hades did in 2018, with a complete start-to-finish experience already playable. Hades II is a roguelike dungeon crawler set in the Greek mythological underworld, starring Melinoë, Princess of the Underworld and sister to Hades’ protagonist Zagreus. She battles Chronos, the Titan of Time, to rescue her family, aided by Olympian gods like Apollo and Zeus.

    The Switch 2’s superior hardware (1080p screen, 120fps support) could enhance Hades II’s fluid combat and detailed art, potentially offering smoother performance and higher resolution than the original Switch’s 720p cap. Hades II also retains Supergiant’s signature hand-painted aesthetic, with richer environments and a 3D-modeled Melinoë for smoother animations.

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    Kako je Tilemancer Dungeon evoluirao od jednostavnog prototipa do zaista jedinstvenog dungeon-crawlera https://www.indie-games.eu/en/the-making-of-tilemancer-dungeon-interview/ https://www.indie-games.eu/en/the-making-of-tilemancer-dungeon-interview/#respond Sat, 29 Mar 2025 23:54:37 +0000 https://www.indie-games.eu/?p=22990 We spoke to Nicholas about how the game got started and what design challenges they faced.

    The post How Tilemancer Dungeon Evolved From a Simple Prototype to a Truly Unique Dungeon-Crawler first appeared on IndieGames.

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    Nicolas Szymendera’s journey with Tilemancer Dungeon shows how great indie games can start from simple beginnings. Working alone under his studio Szym Games, he first created the game in just 48 hours for a game jam. That quick prototype grew into a special mix of dungeon exploration and card game strategy, where players build dungeons piece by piece.

    This developer’s story shows how passion and persistence pay off. From loving video games as a kid to working in web development and finally returning to game-making, their journey proves it’s never too late to follow your dreams. After practicing through many game jams and taking the brave step to go full-time indie in 2024, they created Tilemancer Dungeon, a simple but fun game that came from working with tight deadlines. We talked with Nicholas about how the game started, the design hurdles they faced, and the personal wins that made it all possible.

    Tilemancer Dungeon is out now on Steam for PC. If you’re on the fence about getting it, check out our review first to help you decide.

    To start, could you share a bit about your journey as a developer? How did you get into game development?

    I’ve loved video games for as long as I can remember and always wanted to make them. In high school, I created my first game. It was a very small and pretty bad adventure game made on RPG-Maker. I never showed it to anyone, but working on it made me fall in love with coding and creating stuff. A few years later, I went to a computer science school to learn programming and become a developer.

    After school, I started working as a back-end web developer. I was good at it, and it was easier to get hired in that field as a junior than in the game industry. It also paid better, and I had student loans to pay off. I worked in web development for seven years and mostly enjoyed it, but it was never a real passion.

    In 2020, during COVID lockdowns, I had a lot of free time. That’s when I decided to get back into game development. I learned C# and Unity, and after a few months, I started joining as many game jams as possible. Game jams are events where developers make small games or prototypes in a short time based on a theme. Over two years, I joined 20 jams, learning as much as I could about game design, animation, and development.

    By late 2023, I felt confident in my skills and was in a good financial position to turn my hobby into a full-time job. So, at the start of 2024, I quit my job to go indie and began working on Tilemancer Dungeon.

    Tilemancer Dungeon combines dungeon crawling with card game mechanics where players build their own dungeons using tiles. What inspired this fusion?

    Tilemancer Dungeon actually began as a game jam project. It was originally called “This is your dungeon” and was made for the Kenney Jam in 2023. The theme was exploration, and we had an extra rule, we could only use assets provided by Kenney, the jam host.

    Game jams can be really intense. You only have a short time, in this case 48 hours, to come up with an idea that fits the theme and then actually build it. I wanted to try something with grid placement and tile matching, and I found an asset pack perfect for a dungeon crawler. Since the theme was exploration, I decided to make a game about building and exploring your own dungeon.

    Looking back, I think the stress, time limit, and restrictions of the jam actually helped shape the idea. Sometimes, limitations force you to get creative! You can still find the prototype from the jam via this link.

    The minimalist design, pixel graphics, simple UI, sets Tilemancer Dungeon apart. Was this a deliberate choice from the start, or did it evolve as you worked on the concept?

    It’s actually both. The pixel art style is the same as the prototype’s, though I’ve changed a lo, —recoloring, editing, and even making my own sprites. You can still spot some original assets here and there. I chose to stick with this style for a few good reasons.

    First, I’m a developer, not an artist. My pixel art skills are decent, but not amazing, and I struggle with starting from scratch. Working with an existing style and improving it helped a lot, thanks to Kenney for that! As a solo developer, you have to pick your battles, and having this base saved me time so I could focus on gameplay and content.

    Second, the core idea, building your own dungeon by placing rooms, isn’t common in games. I kept the visuals simple to keep the focus on gameplay and make it easier for players to understand. Honestly, every design choice I made serves that goal, even the character classes, they’re classic archetypes players already know. Everything on screen should be clear at a glance. The gameplay itself is unique enough; adding complex visuals or lore might’ve been overwhelming. So I kept it simple.

    Last reason is I think it looks nice like that.

    How did you settle on the idea of players building their own dungeons rather than exploring pre-designed ones? What was the “aha” moment that convinced you this was the right direction?

    I didn’t really think of it that way. I just wanted to try matching tiles together to make paths. The rest of the game sort of grew from that basic idea. There wasn’t really an “aha” moment since I made the prototype in just 48 hours and that doesn’t leave a lot of time to reflect on what you’re doing since you have to work fast if you want to have a chance to finish. But I do remember other developers in the jam really liked the core concept and gameplay. Their positive feedback showed me this might be more than just a quick prototype, that I might have something special worth expanding.

    Where did the initial spark for Tilemancer Dungeon come from? Was it born from a love of dungeon crawlers, card games, or something entirely unexpected?

    At my old job, my coworkers and I loved playing tabletop games during lunch breaks. Our favorite was “Saboteur”, this awesome card game where you play as dwarves digging tunnels to reach gold. You build paths by playing tunnel cards and connecting them until someone hits the treasure. That game’s tile-matching mechanic really inspired me. This game is what made me want to experiment with that mechanic and make a game around it.

    Looking back at your journey, what was the toughest technical hurdle you faced while developing Tilemancer Dungeon?

    By far, the controllers support. The game was originally designed for mouse controls, you’d just drag and drop tiles and click rooms to guide your hero. Just coming up with a control scheme that would let the player do all of that with joysticks and still feel intuitive and nice was already a nightmare to be honest. The most challenging part was definitely navigating from room to room with the destination cursor.

    It might sound simple, but trust me, it’s not. With a mouse, players do half the work by pointing exactly where they want to go. But with a controller? The cursor needs to predict where players want to move when they tilt the joystick, and doing that on a node system that keeps changing and can have holes is a real mind twister.

    It took me weeks to figure it out and probably added a few white hairs on my head. But in the end, I’m honestly really happy with how the game feels with a controller. Plus, I get to play on my Steam Deck… so totally worth the struggle!

    The game gives players a lot of freedom, like choosing where to place rooms, when to fight, and when to heal, but the core objective is always to reach the dungeon boss. How did you approach balancing this open-ended design? Were there any challenges?

    Balancing that aspect of the game actually wasn’t that complicated. Each level has a fixed set of rooms in its deck plus a variable set depending on your class. But, in the end, the repartitions on the number of doors & their orientation is always the same. Weaker enemies are in rooms with less doors that are harder to place and less convenient to use. Stronger enemies are in rooms with more doors that give more options but are harder to defeat. Bonuses such as potions are more scarce and don’t always lead you in the direction you need.

    The rest of the game kinda balances itself. If the players try to cheese the game by mostly going through potions and chests they won’t gather enough gold coins to spend between levels and will end up being too weak to go through the last levels. If they try to kill too many monsters to grind for gold, they take the risk of running out of health and end up stuck or dead.

    In later levels, the initial layout of the dungeon is partially blocked and forces the hero to go through bottle-necks which greatly reduce the players freedom to place rooms wherever they want. Add some spike traps that hurt the hero every time he goes through those bottle-necks to reduce backtracking and the players already have a lot less freedom and a lot more challenges. The hardest part was settling on level sizes; it doesn’t feel too small but also doesn’t let players grind too much.

    How many heroes are in the game, what’s unique about them and which one is your favorite?

    There are 20 heroes split evenly in five classes. The Knights is the base class you’ll start with. They use shields which make them very tanky and therefore very forgiving in terms of placement and perfect to learn the game and the Berserkers who use a system of rage making them hit harder the more they fight.

    The are also Wizards that can kill at a distance but have very low health. Forcing you to manage their mana so you don’t end up in melee. The rogues on the other hand can sneak on their enemies and lure them into traps, while the Cultists start very weak but get stronger the more enemies are alive in the level. You’ll unlock two heroes right away for each class and will have to find the other ones. My favorite one is the hidden ones. So… It’s a secret!

    Traps, loots, and equipment are part of the dungeon tiles. How impactful are they for the gameplay?

    They’re vital. In order to beat each boss you have to gear up by upgrading your weapon in each level and manage your potions and bombs so you don’t end up dead or stuck. The traps are here to reduce the ability of players to backtrack through levels and therefore increase the difficulty on later levels.

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    Tilemancer Dungeon – Stvaranje kaosa, pločicu po pločicu https://www.indie-games.eu/en/tilemancer-dungeon-crafting-chaos-review/ https://www.indie-games.eu/en/tilemancer-dungeon-crafting-chaos-review/#respond Sat, 29 Mar 2025 22:19:26 +0000 https://www.indie-games.eu/?p=22940 Tilemancer Dungeon brings a fresh indie twist to dungeon exploration.

    The post Tilemancer Dungeon - Crafting Chaos, One Tile at a Time first appeared on IndieGames.

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  • DEVELOPER: Szym Games
  • PUBLISHER: Szym Games
  • PLATFORMS: PC
  • GENRE: Dungeon-crawler
  • RELEASE DATE: March 27, 2025
  • STARTING PRICE: 7,99€
  • REVIEWED VERSION: PC
  • Tilemancer Dungeon offers a fresh indie twist on dungeon crawling by blending it with deck-building mechanics in surprisingly clever ways. Developed by solo developer Szym Games, the game casts you as an aspiring “Tilemancer” who must design and conquer procedurally-generated dungeons. This streamlined roguelike hybrid merges Slay the Spire’s strategic card play with intuitive tile-based movement. While reminiscent of Cryptical Path in concept, Tilemancer distinguishes itself with more polished execution and accessible gameplay.

    If you’re looking for a game that’s easy to pick up and play in short sessions, something you can enjoy for a few hours and return to casually, this is the perfect fit. The mechanics are simple to learn, and after a quick tutorial, you’re ready to dive right in. Having spent a solid hour with the demo first, I unlocked all the classes, like the Rogue or Cultist, each with unique appearances and abilities. The first few hours offer plenty to explore, though the enemy variety does start to feel repetitive over time. That said, the different starting builds and procedurally generated cards and maps help keep things fresh.

    Building Your Own Doom

    At its heart, Tilemancer Dungeon is about control, not just exploring a dungeon, but creating it. The game gives you a grid and a deck of room tiles, each representing enemies, loot, weapons, traps, potions, bombs, or equipment like swords and armor. Your task is to arrange them strategically to form a connected path. Placement is crucial and tactical: every tile must link to the last, building a linear dungeon of your own design. Once your dungeon is ready, you set a goal for your hero, who then battles through the rooms automatically, fighting enemies, collecting gear, and pushing forward until they either conquer the dungeon or die.

    Your hero comes with basic attacks (primary, secondary, and a special ability) as well as unique attributes and gear, with each class offering distinct playstyles. For example, wizard attacks from a distance and gains stronger potion effects while rogue can ambush enemies, avoiding damage on the first strike, but has low health. They also instantly detect mimics.

    Enemies vary from common foes like skeletons and bats to increasingly challenging bosses, and there are also unique gimmicks like spike traps. Defeating these bosses unlocks new heroes, but even after completing the game, you can keep playing. A typical run lasts around 45 minutes to an hour, depending on how carefully you plan your dungeon layout.

    Strategy aspect is really good here

    Strategy is key here – every decision matters. Do you place enemies deliberately, crafting a direct path to the boss? Or do you randomize everything and adapt on the fly? The game pushes you to use every tool at your disposal, like bombs to clear new paths. However, one wrong move could leave you trapped with no way forward, forcing a full restart. It’s a tight, addictive loop: build, fight, die, tweak, and repeat.

    But here’s the biggest issue: the game is cozy yet repetitive, a puzzle-fighter hybrid that hooks you at first but struggles to sustain long-term engagement. After completing a run, you might feel like you’ve seen everything the game has to offer. While unlocking new heroes adds some freshness, the initial magic inevitably fades. The core problem lies in the lack of gameplay variety. Designing dungeons follows the same formula each time, with only minor differences in the final boss. The challenge does ramp up, but not enough to justify endless replays.

    Don’t misunderstand: there’s genuine progression here. Bosses escalate in difficulty, your hero grows stronger through new armor types and upgrades, and each run offers fresh opportunities to purchase weapons, bombs, and potions. But these systems never quite make each stage feel distinct. While you’ll encounter new enemy variants with deadlier abilities, and the tools to counter them, the core experience remains fundamentally similar throughout. The challenge increases, but the formula stays the same.

    Ending Thoughts

    Visually, Tilemancer Dungeon delivers a charming 2D pixel art aesthetic that balances cute chibi-style sprites with gritty dungeon-crawling atmosphere. The clean, readable animations keep gameplay fluid, though some may find the character sprites overly small and stat information occasionally hard to parse. While the minimalist approach serves the game well initially, the visual repetition can eventually make environments feel samey across multiple runs.

    Tilemancer Dungeon shows promise but currently feels like a game waiting to be fleshed out. While enjoyable, it lacks the content refinement needed to reach its full potential. Szym Games has uncovered a genuinely novel concept here, with further development, this could evolve into something truly special. As it stands, the game will particularly appeal to roguelike enthusiasts seeking fresh mechanics.

    Pros Cons
    Innovative mechanics. There's not much new content.
    Fun short play sessions. Thin progression.
    Diversity of heroes. For fans of roguelike games.
    Very cheap title.
    Content
    70%
    Gameplay
    80%
    Graphics
    100%
    Final score

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    Horor avantura REPOSE od Akupare Games izlazi sredinom travnja https://www.indie-games.eu/en/horror-game-repose-launches-in-mid-april/ https://www.indie-games.eu/en/horror-game-repose-launches-in-mid-april/#respond Fri, 28 Mar 2025 22:30:24 +0000 https://www.indie-games.eu/?p=22929 Every movement consumes energy, and every decision can have awkward consequences.

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    Bozó Attila Bertold and publisher Akupara Games have announced the release date for REPOSE, a pixel-art dungeon crawler set to launch on Steam on April 14. The game’s story follows a new employee at a mysterious company whose only task is to collect damaged oxygen tanks deep within a facility — without asking questions or straying from the job.

    Every aspect of REPOSE is carefully designed to create an unsettling atmosphere, from its handcrafted pixel art to mechanics that emphasize resource scarcity. Every movement consumes energy, and every decision can have unintended consequences. As the facility’s rooms grow increasingly convoluted and nonsensical, the question arises, what is really happening in its deepest layers? Death is not the end; progress is carried over through cycles of “dreams” and “wakefulness,” but the boundary between the two becomes increasingly blurred.

    REPOSE promises a unique blend of corporate horror, psychological tension, and tactical resource management, with narrative elements that encourage personal interpretation. If you haven’t had the chance to try the demo during Steam Next Fest, it’s still available, offering a glimpse into the game’s opening sequences.

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    Impresivna igra Dungeons & Kingdoms upravo je dobila svoju demo verziju https://www.indie-games.eu/en/dungeons-kingdoms-just-got-its-demo-version/ https://www.indie-games.eu/en/dungeons-kingdoms-just-got-its-demo-version/#respond Mon, 24 Mar 2025 17:21:21 +0000 https://www.indie-games.eu/?p=22730 Dungeons & Kingdoms prati priču o skupini izbjeglica koji pokušavaju početi iznova u novom svijetu.

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    The upcoming hybrid title Dungeons & Kingdoms, which blends medieval kingdom-building and management simulation with dungeon-crawler RPG elements, has released its first public demo during the Steam City Builder & Colony Sim Fest. The project is a collaborative effort between Camlann Games and indie developer Uncle Grouch Gaming, and it has already garnered significant attention since its announcement last summer.

    For those who missed the initial reveal, Dungeons & Kingdoms follows the story of a group of refugees trying to start anew in a foreign world. As their leader, you’re responsible for building settlements, managing resources, and meeting your people’s needs. However, true progress is made by delving into dangerous dungeons, where battling monsters and bosses unlocks crucial resources and technological advancements.

    What sets Dungeons & Kingdoms apart from similar titles is its deep customization. Construction isn’t limited to fixed models—terrain can be reshaped as needed, whether digging trenches or raising fortified positions. Population management introduces unique mechanics, while the ARPG segment features combat that directly impacts your kingdom’s development.

    The demo will offer a glimpse into the game’s core mechanics, including limited kingdom-building, population management, and one ARPG dungeon-crawling adventure. A Steam Early Access release is planned for Q3 2025, with the exact date depending on feedback from the demo during the Steam festival.

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    Izbačena je demo verzija za bullet hell roguelite MMO Wyld Land https://www.indie-games.eu/en/bullet-hell-mmo-wyld-land-releases-a-demo/ https://www.indie-games.eu/en/bullet-hell-mmo-wyld-land-releases-a-demo/#respond Fri, 21 Mar 2025 22:32:51 +0000 https://www.indie-games.eu/?p=22448 The currently available playtest offers over 30 hours of content, including 14 dungeons to explore and unique bosses.

    The post Demo Version Released for Bullet Hell Roguelite MMO Wyld Land first appeared on IndieGames.

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    Wyld Land is a new free-to-play, fast-paced bullet hell roguelite MMO inspired by classic top-down shooters like Realm of the Mad God and Nuclear Throne. This title delivers an intense experience where players explore a dangerous world ravaged by Ethos, an ancient civilization whose destructive technology still haunts the land.

    The currently available playtest on Steam offers over 30 hours of content, including 14 dungeons to explore and unique bosses to battle. By collecting loot, gear, and abilities, players can build their own “runner” and customize them to match their preferred playstyle. For those seeking an extra challenge, Corrupted Dungeons provide progressively harder encounters with even greater rewards.

    Wyld Land stands out with intense, projectile-filled combat, where mastering enemy attack patterns and dodging bullets is essential. Players can use a variety of weapons, including guns, cannons, and lasers, to survive. The game is designed for both solo play and real-time co-op, with dedicated servers ensuring smooth gameplay even during the most intense moments.

    However, death in Wyld Land is not the end. While gear is lost upon death, permanent upgrades known as Echoes allow players to gradually grow stronger and better prepared for future attempts.

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    Igra u kojoj gradite svoje dungeone kroz rouglite progresiju, Cryptical Path, izlazi krajem ovog mjeseca za PC https://www.indie-games.eu/en/rouglite-game-cryptical-path-has-a-release-date/ https://www.indie-games.eu/en/rouglite-game-cryptical-path-has-a-release-date/#respond Fri, 17 Jan 2025 10:12:00 +0000 https://www.indie-games.eu/?p=20071 Cryptical Path combines classic roguelite elements with creative dungeon-building mechanics.

    The post The game in which you build your dungeons through roguelite progression, Cryptical Path, is coming out at the end of this month for PC first appeared on IndieGames.

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    Old Skull Games has announced that Cryptical Path, its innovative roguelite dungeon crawler, will launch on Steam on January 29, 2025. This game puts players in control of the Architect, a dynamic character navigating an ever-changing labyrinth. Cryptical Path combines classic roguelite elements with creative dungeon-building mechanics, giving players control over their journey.

    We first encountered this game two years ago when it released its first demo, offering a glimpse of what to expect. There’s something captivating about it, from its unique design that allows you to create rooms to navigate toward the boss to the diverse array of enemies that enrich the experience, each presenting its own distinct challenge.

    The game combines 2D side-scrolling action with beautifully crafted 3D environments, offering a wealth of variety. While the rooms maintain a consistent vibe and atmosphere, it’s the rewarding experience that will likely keep you engaged. The roguelite progression allows you to unlock powerful items and talents as you advance, ensuring that each playthrough feels different.

    This game is a platformer that enables you to dodge, dash, jump, and slash with lightning speed, while utilizing unique consumables to access different areas. If you’re a fan of roguelite games that incorporate hack-and-slash action, you may find yourself drawn to Cryptical Path.

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    Roguelike dungeon-crawler DISORDER izlazi u siječnju 2025. https://www.indie-games.eu/en/disorder-announced-for-january-2025-release/ https://www.indie-games.eu/en/disorder-announced-for-january-2025-release/#respond Sun, 29 Dec 2024 23:54:35 +0000 https://www.indie-games.eu/?p=19491 The layout of the department store changes every time you play, giving you a fresh experience with each attempt to escape.

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    Indie developer GRUMPY has revealed the release date for DISORDER, their upcoming 3D roguelike dungeon crawler. The game will launch on January 22nd, 2025, for PC (via Steam), Xbox Series X/S, and PlayStation 5.

    In DISORDER, you take on the role of a girl who has lost her memory and must uncover the truth of her past while escaping a mysterious department store. As she gradually overcomes her trauma, the story unfolds through her escape attempts, revealing more about her true self. The game’s narrative focuses on healing, self-discovery, and growth, making each journey a deeply personal one.

    The game has roguelike features with changing levels. The layout of the department store is different each time you play, giving you a new experience every time you try to escape. You can visit the Gift Desk to get new abilities and become stronger with each attempt, helping you get closer to escaping the spooky store.

    DISORDER is made for playing again and again, so you can enjoy the game without worrying about failing. Even beginners can have fun with upgrades that help you progress. If you want more of a challenge, experienced players can try tougher tasks to test their skills.

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