As a beta tester (I hope I am allowed to say the following...), I can say that this game plays like Sword & Poker, but instead of poker you have a match3 approach (like in puzzle quest). You also have skill trees (different per character) with passive and active skills, you can upgrade your health/stats and you can buy items along the way (with in game points). There is quite a variety of monsters and bosses (like S&P) with very different skills. Regarding difficulty .... it start easy and get more interesting after a few dungeons. It is very much a fun (at least i liked it and I am still playing the latest build) and people who like S&P, Puzzle Quest and Dungeon Raid, should definitively have a look at it.
@Joshnsuch its like you say. Btw its much easier to explain a mechanic if you say that it has for example "RPG elements" (upgrading, character evolve, loot etc) Anyway if you would like to be pedantic you can say that actually none(or almost none) of current "RPG's" (even for PS3, Xbox...) is a true "RPG" @FPE of course you can talk about this I never notice there was a game like Sword & Poker - awesome idea to play poker against monsters instead of puzzling them to death
Very intrigued. I've tried to like Dungeon Raid, but it just doesn't do it for me ... maybe this one will come closer. I will say that I hope it's not just an endless grind, though. That's my main complaint with DR; it's just the same thing over and over until the end of time.
Have you played Puzzle Quest? What did you think of that? Judging by the screen shots I'd say this will be a lot closer to PQ than to Dungeon Raid.
Yes, I enjoyed the original PQ. There were things like levels, traveling around, boss battles, side-quests, etc. ... the exact types of things that helped to break up the potential monotony of endless match-3 battles. I took a closer look at the screen shots, too, and it looks like Dungeon Saga might be something I'd be interested in. There appears to be maps, levels, etc. I hope that's the case, because the game just looks fun, and I want to give it a shot.
Well, as far as I have played the dungeons are pretty straight. No side quests like in PQ. But the big difference with DR is that here you have various opponents and they have different skills. Also the various upgrade (skills, items, stats) will force you to make choices that will affect your strategy.
It sounds to me like this might be a happy medium between DR and PQ. More RPG elements than DR, but less questing than PQ. Fortunately, I'm in the position of liking both of those games, so I'm sure this will be right up my alley as well. Gamelab just needs to get this out so we can stop speculating
You got it right. It is more linear version of PQ1 and has more rpg-like components than DR. And much more variety in monsters and bosses than dr. I am not sure this is still the same, but it has 100+ dungeons. Quite big. Also, game labs did say once they have ambitions for the title and had already quite some idea for updates .... And I hope they will follow the plan!
The brilliance of Dungeon Raid is no opponent. That means there's a lot more strategy because you can actually control what happens to the tableau. I'd love to see more RPG-ish games like that. Still, I hope this will be fun.
I might just be a bit slow tonight, but can you expound on this a bit? I'm not sure I quite follow what you mean.
Have you played Dungeon Raid and Puzzle Quest? In Puzzle Quest (and apparently Dungeon Saga), you take turns matching tiles with an adversary. You generally can't set up combos, because your opponent will use them. In Dungeon Raid, you are the only one who matches tiles. So you can have a plan that plays out over several turns, because you can control the situation you are setting up and take advantage of it when you want.
Art style is great but hope it doesn't get in the way of the gameplay - PQ2 killed me with all the running about and transitions which felt done just to show off the art.
I have played both of them, I just wasn't quite sure what you are getting at. It's true that you can set up combos to an extent, but since you don't really know what's going to fall after you've made a match, that only has limited usefulness (I would argue that "several turns" is stretching it a bit). However, I do see your point now. Thanks for clarifying.
It's not really an exaggeration, in Dungeon Raid. For example, you can accumulate coins over several turns, and then clear them all on the turn when you trigger your Boost Gold skill. I've even used the Magic Sword skill, and built up a dozen or more Magic Swords, which I didn't use but stored at the bottom of the grid for when I would eventually need them. So that's a plan that plays out over 100 turns, or more.
I'll admit that it's been a while since I've played the game, but I can't really picture the board being big enough to hoard things like that. Either way, though, I always took Dungeon Raid to be more of a "quick fix" kind of game than a real strategic endeavor.
I think he means that if you didn't play enough to get the strategic elements of the game, you missed a lot of the fun of the game. I agree with him. No offense intended.