DungeonTop

***Many thanks as always go to my fiance for proofing this review for me.

DungeonTop (DT) is a card- and grid-based roguelike game with exploration elements woven into its intriguing structure. Though I have played many titles matching this title’s description, I will grant DT enhanced consideration and appreciation given its overall presentation. With thanks from the development team for allowing me to review this title, I can say that I was pleased with the gameplay and subsequent replayability, unlockable content that enhances this lure, and the visual effects utilized to ground the experience. Though this game is still in Early Access, it still has a phenomenal amount of content.

Here are just a few reasons to play this title:

Unlockables - Per the roguelike model, items and features are discovered by the player upon repeated exposure to the game, creating a familiar yet original experience each playthrough. Coins are the primary in-game currency, and drive a great majority of the unlockables in DungeonTop as they are found by accomplishing specific tasks and earning Achievements. Play begins with a standard warrior character, though a rogue and mage can be accessed after mild sessions of play. These individuals can be unlocked by earning coins from previous sessions, and increase replayability with more tactical options and approaches. Coins may also be utilized to purchase cards that can be found in dungeons, enhancing the selected deck if found during a run.

Gameplay - As the primary goal of DungeonTop is to acquire coins to purchase options to become more effective at dispatching opponents during successive playthroughs, each session represents a fun and immersive adventure that is an isolated joy. There are several selectable preferences to choose from beyond merely favoring a particular class. Three deck styles-termed allegiances-dictate alternative styles of play, and are termed the Tribes of the North, Guardians of the Helm, and Hand of Karim. Each deck theme bears a different playstyle and difficulty, and break down into subgroups that specialize in specific abilities. Focusing perspective on these stated abilities, the cards are keyword-based for easier combination-crafting. For example, played Spore cards have an effect on various cards with the Grow ability. During the grid-based exploration, players may discover enemies, item enhancers, or random events that must be contended with. Each character levels to increase health and gain traits selected by the player, as well as additional cards to pad their deck. Weapons and artifacts may also be slotted in the designated character’s sheet to enhance the customization aspect. When an opponent is engaged, combat begins on a square or rectangular grid with your character on one end and the commanding enemy on the other. Unit cards may be played into adjacent squares, and cards are refreshed every turn to define a sense of urgency to play specific cards.

Visuals - Personally, I love the artstyle employed in this game as it reminds me of the stylized figures from classic fantasy tropes. The creativity of each card and its effects when certain abilities are activated relay a punctuation on the gameplay. There is a profound feel to giving and taking damage as there is so much more to numbers clashing, rather a declarative ‘Bang’ that aides in further immersion.

TL:DR - Overall, DT implements a simple yet immersive card-driven grid-based system with appealing graphics and effects to sustain its play cycles. Though this title is an obligatory review and still in Early Access, I was very pleased with how well it flowed and how generally fun it was. I highly recommend this title to fanatics of deck-building games, as well as individuals that enjoy roguelikes. Thanks for reading.

Do you feel this review helped in any way? Feel free to visit my Curator Page at Spearpoint Reviews.
Originally posted on Jun 29, 2020.

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