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Genre:
 Action, Indie, RPG
Publisher: Robot Loves Kitty
Release Date: Sep 13, 2013

Legend of Dungeon is an appropriate name for this game by Robot Loves Kitty, and like its namesake is bound to leave a long legacy. Roguelike, this is one of those games that has that edge of your seat madness we all crave when it comes to gaming these days. A visual assasin with controller smashing delight, Legend of Dungeon is genius.

I often browse through games that are soon to be released so I can see what I might want to add to my wishlist, anything indie or retro always seems to catch my eye, and this was a perfect candidate. Seeing as the game was still in beta, I usually try not to get too involved before the final product is released. This way, it doesn’t taint my vision of what the developers intend the game to be when its complete. So, with that being said, one half drunken night after coming home from the bar I just said “fuck it.”

“Legend has it there is a treasure on the 26th floor…” IF you ever get there that is. Your goal in Legend of Dungeon is to make it to the 26th floor where you will battle your way through hordes of zombies, demons, bats, and creatures that you would only see in your wildest nightmares. Multiple weapons, magic, power ups, coins and don’t forget HATS will help you battle your way to the 26th floor, and trust me, you WILL need them. This is definitely not a simple playthrough by any means. The randomized bosses are a challenge and can quickly become a problem, but make sure you defeat each you come across for special item drops.

Addicting within the first 2 minutes, I’d say clear the next 2 hours of your schedule, or even better yet the next 2 days. Graphicly, the visual intensity of this game is amazing. Brilliant lighting mixed in with perfect shading makes this game not only fun to play but fun to watch as well. Legend of Dungeons soundtrack has an old school feel with a modern touch and is almost like a electronic opera filled with emotion. These two elements combined with a flawless attention to detail make for an awesome gaming experience.

This game is loaded with all types of different weapons, potions and again HATS, lots and lots of HATS. Weapon wise, you begin with a sword, and throughout the game pick up different weapons as you go. With everything from a flare gun, pistol, saber, lasers that shoot out of your eyes, lasers that shoot out of a CATS eyes, magic spells, and even a lantern, you are well suited when it comes to taking on this castle. Hats make up the brunt of your armor and can range from a normal piece of headgear like a turban, to the outrageous, like a beehive or koala bear. Each hat has a different stat booster, and can sometimes help light the path in a dark area. Potions also make up a large part of the game and can do anything from raise your health and stats, to making you act like a drunken single girl at a bachelorette party. Sometimes, more often than not it’s very unclear what the potions do but like most drugs, you always gotta try it once, right?

Replay factor isn’t a problem when it comes to Legend of Dungeon. You feel like you have something to accomplish, and you just don’t feel complete until you do. I love games like this that when everytime you die you come back with avengence, setting goals to achieve while trying to surpass your last attempt at glory. Don’t worry about getting bored with the dungeons either. They change with every game and are randomized, and this makes each attempt better than the last.

Every element of Legend of Dungeon seems to amaze me, and I can’t get enough. Enough can’t be said about the brilliant lighting and vibrant colors, the intense and emotional music, or the edge of your seat game play that is experienced with each run. Legend of Dungeon is an automatic hit, and can only get better. Well worth it and another essential in any gamers library.

Graphics: 9/10
Playability: 7/10
Story: 1/10
Challenge: 8/10
Replay Value: 8/10

 

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Comments
  1. Noetic says:

    This game is pretty cool but I have two big problems with it that are ruining it for me:

    1. No minimap: I guess this is a personal preference, but I found myself going in and out of the same rooms over and over again making sure there were no doors I missed on each floor and it got tedious and annoying fast. For me, it really broke up the flow of the game too much. I’d rather have a minimap similar to the ones in binding of isaac and rogue legend where it shows each room you’ve discovered or something.

    2. Item management: Cycling through the items and trying to see what they do feels tedious and awkward to me. Plenty of items have identical icons and you can only see a tiny amount of the list you are cycling through. The way you have to swap between things mid fight is really awkward. If you want to be optimal for example, you might want to keep summoning monsters, then swapping back to your sword, or to quickly swap between a lamp and a sword, but you have to drop things and pick them up in a particular order to be able to cycle through them in that order. It would be way better if you could hold a summoning book and a sword at the same time and use use different buttons for each. Swapping between items doesn’t add to the game imo its just annoying.

    Am I missing something?

    • dadams508 says:

      i totally hear you with the mini map. i just think this is one of those games that its up too YOU how you want to play it. ive gotten lost many a time looking for an exit, but i usually try to clear every level before moving on. and im not sure how they would lay it out because of the multiple rooms and secret passages.

      as for the items, i wish they could bind the apples to a certain key/button and when it comes to cycling through things i dont need, i find a room with no monsters and just DUMP lol. i try to keep only the lantern, apples and whatever weapons i may be using at the time.

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