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The later levels feel like the minions are abnormally tough as they are tougher than the boss fights. Otherwise, it feels like the goal of the game becomes keep health low so you can recover MP each battle, but not so low that you die, making the health increase rings much more valuable than they should be.
So one adventurer was apparently locked up, but apparently it was only one out of many? Why the special treatment? Also, why is it that I see no children at all, only a very small handful of adults that apparently have shops up, but nobody to sell to? Need to make money… Why? You have nobody to buy goods from. And why does every final boss seem to go through the same trope of: Oh, we see the hero, but we won’t stop them preemptively, but instead we will wait for them to grow strong enough to challenge us before we fight them?
I suppose the graphics work, though the color choice is a bit annoying after a while. The dungeon layout is annoying as most dungeons tend to be with the single width corridors.
There doesn’t seem to be a real purpose to the hero’s fight with the final boss. In fact, the fight seemed avoidable, but no option was given to avoid it.
This was a solid, focused game. A lot of the little details work well together, like the sepia tone and the mysterious nature of the hero. Battles were balanced and you had to use some survival skills, but at the same time it was made very convenient to go back and forth into the village. A little more variety in terms of enemies might have helped since even though the hero had access to several different magic elements, there rarely seemed to be a major advantage to using one over the other. This was a lot of fun and smartly made within the confines of the contest rules.
RPG Maker MV
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