![]() ![]() For example, the knight that redirects your attacks twofold onto other enemies is great if you cast spells to reduce his damage and then attack him to kill entire hordes in seconds. It's about working with what you find and thinking of tricks. Runestone Keeper is tougher but also fairer, Dungelot was endlessly grinding to level your hero to get the perks that made gameplay possible - completion is achievable on the basic level here as the permanent boosts are nice, but not necessary. There's no brute forcing, randomly tapping on every tile is pretty reckless too. The enemy system is far more varied and tactical, spells and artifacts are absolutely vital if you want to succeed as well. There's most likely more I just can't recall atm but, like I said, it's a more confident game than Dungelot. They seemed similar to the runestones that can be used for similar purposes but I can't comment too much without playing more and experimenting with that. Seems like you can collect and level certainly shapes that can then be placed on your character for short term gains. ![]() The tattoo system seems really interesting but there's no tutorials for that section at all for me at least. ![]() You earn their wrath though if you worship a different god later in gameplay but that's easily avoided and not as harsh as Desktop Dungeons. On top of that stuff, there are gods to worship that provide permanent boons and can be chosen before a run. It doesn't really do a great job of explaining some of the features at times but there's all the usual stuff from Dungelot (enemy types, traps, magic, equipment, traders in dungeons, artifacts etc.) which is then actually performed a little more confidently than the inspiration. Originally posted by Gadzooks:Dungelot got old pretty fast, does this game have extra elements to keep you playing?ĭefinitely. ![]()
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