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|composer=Matthew Steele |
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|platforms=[[Microsoft Windows]], [[Mac OS X]], [[Linux]] |
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|released=July 13, 2011<ref>{{Cite web |url=http://store.steampowered.com/news/5826/ |title=Now Available - Dungeons of Dredmor |date=July 13, 2011 |publisher=[[Steam ( |
|released=July 13, 2011<ref>{{Cite web |url=http://store.steampowered.com/news/5826/ |title=Now Available - Dungeons of Dredmor |date=July 13, 2011 |publisher=[[Steam (service)|Steam]] |accessdate=July 30, 2011}}</ref> |
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|genre=[[Roguelike]] |
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|modes=[[single-player video game|Single-player]] |
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Revision as of 13:29, 23 December 2020
Dungeons of Dredmor | |
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Developer(s) | Gaslamp Games |
Programmer(s) | Nicholas Vining Daniel Jacobsen Ryan C. Gordon |
Artist(s) | David Baumgart |
Composer(s) | Matthew Steele |
Platform(s) | Microsoft Windows, Mac OS X, Linux |
Release | July 13, 2011[1] |
Genre(s) | Roguelike |
Mode(s) | Single-player |
Dungeons of Dredmor is a roguelike indie game released on July 13, 2011 by Gaslamp Games. Downloadable content (DLC), "Realm of the Diggle Gods", was released later that year. A second DLC, "You Have To Name The Expansion Pack" was released on June 5, 2012. A third DLC, "Conquest of the Wizardlands" was released on August 1, 2012. The game has extensive support for user created modifications.[2]
Gameplay
The game starts as the player assumes the role of the game's main character entering a hostile dungeon crawler environment. The player enters a dungeon at the top floor and gradually progresses down through levels of increasing difficulty. Each level is a randomly generated maze of interconnected rooms, filled with monsters, traps, loot, and various objects.[3] The game world is laid out in a tile-based square grid viewed from a top-down perspective, where the player, enemies, and various items and objects occupy discrete squares. The game is turn-based, and both the player and numerous enemies take turns performing actions. Each turn the player may move to or attack monsters in adjacent squares, pick up, drop, and use items, and interact with various in-game objects.[3]
As in most role-playing games, the player has several character statistics that determine their effectiveness in various aspects of gameplay. The player begins the game with 7 chosen skills, which may be further improved as the player gains experience levels.[3] The combat focuses on melee, ranged, and magic attacks, as well as use of items and skills. Weapons and equipment can be worn to improve the player's defences and abilities. The player carries an inventory of items, which can include various foods, drinks, potions, crafting materials, etc. Dungeons of Dredmor's in-game currency is zorkmids, a reference to Zork. Shops are also featured on every floor, where players may buy and sell equipment and consumables; however, stealing from a shop will result in the player being attacked by many powerful enemies.[3]
The objective of the game is ostensibly to find and slay the eponymous Lord Dredmor, the ruler of the dungeons. However, doing so is difficult, and per the developers' own admittance, the objective is more often to see how far one can get before dying, and then try again. The game features three levels of difficulty - Elvishly Easy, Dwarven Moderation, and Going Rogue, equivalent to Easy, Normal, and Hard, respectively. "No Time To Grind?" can be selected, which is an option for smaller floors, but offer the same amount of experience as normal levels. Character permadeath may be enabled or disabled during character creation.[3]
Artifacts are powerful weapons and armor that have a randomly-generated name and extra attributes compared to standard gear. Artifacts have the same appearance as normal gear but have bonus stats alongside the existing stats of the gear, i.e a Wooden Sword does two points of Crushing damage, but an artifact version may have additional added damage types as well. The player may obtain artifacts by discovering them in the dungeon, from the Lutefisk God, creating them using an Anvil of Krong, or as a reward from quests.[3] Quests can be accepted from Statues of Inconsequentia, which assign the player the task of defeating a squad of monsters, retrieving an artifact, or delivering a retrieved artifact to a specific location in the dungeon. Lutefisk is frequently referenced in Dungeons of Dredmor, where lutefisk is a consumable item, and flavor text frequently mocks it and refers to it as being 'inedible'.[3] Lutefisk may be sacrificed to the Lutefisk God, which may reward the player with artifacts.[3]
Development
In an interview with RPGWatch, game's artist David Baumgart explains that the game is based on an "immature build of a humorous roguelike game" that the game's programmer Nicholas Vining had been working on since 2006. He also notes that the game's art sets the game apart from traditional roguelikes that feature ASCII graphics.[4]
Reception
Aggregator | Score |
---|---|
GameRankings | 79.00%[5] |
Metacritic | 79/100[6] |
Publication | Score |
---|---|
GamePro | [7] |
GamesRadar+ | 7/10[8] |
IGN | 8.5/10[9] |
Publication | Award |
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PC Gamer US | Indie Game of the Year[10] |
Critics have generally given Dungeons of Dredmor high scores, and as of June 6, 2012 it holds a 79/100 score at Metacritic and 79.00% at GameRankings.[5][6]
Alec Meer of Rock, Paper, Shotgun notes how the game's complexity and heavy reliance on the random aspect makes it unbalanced and unpredictable. He notes that careful strategy has to be employed; and ends that Dungeons of Dredmor is "genuinely, a fantastic game" albeit with minor interface issues.[11] Jordan Baughman of GamesRadar calls it a "competent roguelike" and points out that it requires careful strategy. He notes that its humor sets it apart other roguelikes, but criticizes inventory management.[8] Adam Biessener of Game Informer calls the game a "fun, accessible, lighthearted dungeon crawl". He notes that the game does not innovate outside the bounds of the genre, but manages to excel at certain aspects. He also remarks on the game's humor and level of detail.[12]
Nathan Meunier of IGN calls Dungeons of Dredmor challenging, but notes it is easy to get into with adjusted difficulty settings. He praises its humor and replayability.[9] Jason Wilson of GamePro praises the simple starting setup and calls the combat "simple yet deep". While he sees the difficulty as a good feature, he also comments on balance issues.[7] Josh McIllwain of Ars Technica notes that the game's "wicked sense of humor" sets it apart from other roguelike games. He also points out the difficulty and calls it "brutal and unforgiving".[13]
PC Gamer US chose Dungeons of Dredmor as their "Indie Game of the Year" for 2011.[10]
See also
References
- ^ "Now Available - Dungeons of Dredmor". Steam. July 13, 2011. Retrieved July 30, 2011.
- ^ http://www.gaslampgames.com/2011/12/12/patch-1-0-8-is-up-the-dlc-is-not/
- ^ a b c d e f g h Dungeons of Dredmor (2011). Gaslamp Games. Gaslamp Games.
- ^ Baumgart, David (June 19, 2011). "Dungeons of Dredmor Interview". RPGWatch (Interview). Interviewed by Brian Critser. Retrieved August 2, 2011.
- ^ a b "Dungeons of Dredmor for PC". GameRankings. Retrieved June 6, 2012.
- ^ a b "Dungeons of Dredmor for PC". Metacritic. Retrieved June 6, 2012.
- ^ a b Wilson, Jason (July 20, 2011). "Review: Dungeons of Dredmor". GamePro. Archived from the original on 2011-12-01. Retrieved July 29, 2011.
- ^ a b Baughman, Jordan (August 4, 2011). "Dungeons of Dredmor Review". GamesRadar US. Retrieved August 8, 2011.
- ^ a b Meunier, Nathan (July 28, 2011). "Dungeons of Dredmor Review". IGN. Retrieved July 30, 2011.
- ^ a b "PC Gamer US Game of the Year awards 2011". PC Gamer. February 8, 2012. Retrieved February 2, 2012.
- ^ Meer, Alec (July 19, 2011). "Wot I Think: Dungeons of Dredmor". Rock, Paper, Shotgun. Retrieved July 26, 2011.
- ^ Biessener, Adam (July 20, 2011). "An Indie Roguelike For Everyone – Dungeons of Dredmor". Game Informer. Retrieved July 26, 2011.
- ^ McIllwain, Josh (July 29, 2011). "Indie RPG Dungeons of Dredmor wants to destroy you". Ars Technica. Retrieved July 30, 2011.