One Last Dungeon
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One Last Dungeon is a turn based, rogue-like, deck builder, RPG all rolled into one.
Story
Starting at a pocket out of space and time, you play as one of the 3 guardians of Time:
- Duesa the all knowing mage that decimates her foes with powerful spells
- Gadreel the blood thirsty warrior that delivers swift decisive blows to enemies
- Duran the swift Assassin that takes down targets with pin point critical accuracy
With the help of the Goddess Joy, each of our heroes are sent back to a 3 specific parallel times where the God Eater has appeared.
In order to defeat it for good, each hero has to defeat it in the time they are sent back to finally end its reign of terror over the Timestream.
You must fight through the legions and hordes of enemies before the final encounter to amass enough strength and tools to defeat it.
Features
- Craft a unique deck
- Invest in Skill Trees and Blessings to customize your strategy
- Battle through randomly generated dungeons and monsters
- Death is permanent, but never in vain. Learn from your mistakes to get further!
Steam User 5
Very interesting Deck-Crawler.
As you can probably tell from screen shots, low on bells and whistles... art and sound are inoffensive but unimpressive, there is no story... the focus is instead on gameplay, and on that front the game impresses me so far.
It works very similar to many games like this on many levels, but features a few original twists that are quite impressive in implementation... a big one is that your route across the greater map isn't just a "Pick your poison" in terms of your opposition, which branches you take will alter the form of the final boss... so if you know you plan to come hard with Water element attacks, make a point to fight through the nodes that stop the boss from having traits such as "Reflect 40% of water damage" and "Absorb 10% of water damage as strength". While each of the three characters has a unique skill tree (each of which could offer one or two fairly unique builds of their own) the world-map nodes ALSO each grant you a new secondary skill tree, so you'll have access to a class tree and then 6 (out of 17!) secondary skill trees to drop perk points into.
Additionally, the game features ongoing progression, via the fact you can then Unlock those secondary trees to START future runs with access to them... this includes bringing the trees in cross class... while in theory this limits the function of most trees (the use the Warrior has for feats in Mage skill trees granting him force fields he isn't allowed to have is rather limited, for example), it allows for some impressive stacking (some trees allow you to deal damage or gain health by playing the "junk" status cards some enemies give you in games like this... I find stacking these becomes devastating). All told, it means there's something like 3 exclusive class trees and 51 minor trees to mix and match, which makes for intense replay vareity.
The cards themselves similarly start out as no-frills, almost insultingly simple at the start of a game... they essentially are one of either Magic, Ranged, or Melee, and then deal either Fire, Water, Holy, Dark, or Physical damage... most cost either 1 or 0 mana, do fairly similar amounts of damage, and have a chance of one of a short list of traits added to them via procedural generation... the surface difference is your skill trees let you passively manipulate cards by type ("Bleed affects last +1 round", "Range cards deal +2 damage", "Water spells Heal you for 1") but even this leaves the game feeling simple, and in fact I wondered why mana costs even EXISTED since I never saw a higher cost than 1, and you draw 5 cards and gain 5 mana each turn... Then I hit the card forge.
The card forge alters a card in your deck permanently by adding one more random trait, but also increasing it's mana cost by 1... combined with a "sacrifice cards to gain mana" ability and some cards that give extra mana when played or sacrificed, and you begin to realise your early drafts have more relevance than I gave them credit for... You're likely to toss many cards out to get mana to play your few best, and making a card strong involves chance, money, and mana... so what gives a card potential for you in the long game? A strong ability like Barrage or Multishot? A 0 mana cost to let it level while being cheaper? How many cards do you want to field with the Heal effect? The choices become shockingly tactical once you unlock many of these functions. Other features like the Chaos Forge let you scrap cards en masse to "Deckthin" letting you fret about poor decisions less since culling isn't as hard to do as many games. It makes for a game that really rewards you for experimenting, which is clever design.
Aside from the audio/visuals, there are a few strikes I might give it... there are some balance issues, which I can't fault the game for when it gives you so much freedom, but they're there (do with that info what you will). A lot of the features I mentioned as well as more "basic" ones to the genre like Resting and the Shop need to be unlocked, and for the life of me I couldn't say why... this basically dooms you to lose (at LEAST) your first run in addition to making the game feel slower than it is at start, and seems quite unnecessary. I'd really consider these fairly minor quibbles for what's a solid game.
As someone who's played dozens of games like this (I try every one I find) at this point, there's a handful of games with about as much originality and a more polished experience... but it's a very SMALL handful... I'd put this game in the top 20% of the genre, if not higher... which is darned impressive given a fairly humble price point and what I'm guessing was a minimalist staffing/funding for the project. If you're into games like these, this is a must-have for Dungeon-Crawl Deckbuilder collections. Even if you're new to the genre, I'd argue this is a strong candidate for a first foray (which is more than I can say for even some of those more polished titles) since it's a really solid combination of strategic depth and approachably intuitive play in a pretty well-constructed package... Definitely a reccomend.
Steam User 4
Very fun game. Can be difficult at the start but once you figure out the mechanics and how certain types work together, there seems to be a lot of variation in the "build" that you can make for your run.
Definitely would recommend if you like rogue-like card games.
Steam User 3
Art is pleasant but the UI could be improved. Sound and music does its job.
Tutorial is lacking and needs to explain some of the details of the game.
Otherwise, pretty fun dungeon card game with some nice progression.
Steam User 2
An excellent dungeon deck building game. The first few rounds begin deceptively simple, but the game starts involving deeper strategies later on. This is a pretty addictive game that will have you constantly saying "just one last dungeon" before bedtime.
Steam User 1
The game is surprisingly addictive. It's definitely a Slay the Spire - alike in some ways, but it also has a kind of RPG maker feel to it as well. The game mechanics are solid, it just needs another pass through on the visual polish and it'd be pretty good. A surprise.
In some ways this feels unfinished, and unpolished. Some things feel like they aren't quite worked out completely, but it doesn't prevent the game from being fun to play. I'm not sure if it's meant to be more strategic, or just a action button masher as there's no reason not to just play all your cards and beat down enemies. But perhaps if I play longer something will emerge.
Don't set expectations too high and you'll have fun.
Steam User 2
Very addictive game, feels like mechanics of the game become more clear as you progress and more things get unlocked.
Steam User 1
Fun deckbuilder with plenty of mechanics and node types that are gradually introduced to the game at a good pace.