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Author Topic: [iOS/Multi] Dungeon Quest!  (Read 886 times)
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rittchard
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« on: April 11, 2014, 04:54:20 PM »

There's been a lot of them, but this one feels like the closest thing to playing a Diablo/Torchlight game on mobile.  Just came out on iOS, but apparently it's been on Android for a while.  Of all the ARPGs I've tried on iOS, this one has the best overall feel.  It's free with ads and IAP, but they are all  unobtrusive.  There are pets and vanity items to spend real money on, as well as gold that unlocks more item slots, etc.  The core game seems to play great for free.  Like Diablo there are multiple "monster power" difficulties with correspondingly better rewards (sound familiar?) so you can tailor the game to your liking.  Looks like a winner to me, one of the few IAP games that had me immediately looking for the best way to support them (without messing up the gameplay).

http://dq.shinyboxgames.com/

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Reemul
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« Reply #1 on: April 13, 2014, 07:26:35 AM »

Ohh, sounds pretty good, thanks for the heads up. Let you know what I think
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rittchard
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« Reply #2 on: April 14, 2014, 05:47:25 PM »

I'm definitely enjoying this one.  It's fairly simplistic and repetitive in terms of meta game, but all in all I feel like it's the best implementation of a Diablo-like on touch screen thus far.  The controls and amount of loot plus customization and randomization just feel like they got it right.  It's really like a scaled back version of Torchlight or D3 that was specifically designed for really short play sessions (like a few minutes), but addictive enough to play for hours.

My only complaint is that there are a lot of details that aren't necessarily explained, so there's definitely some learn as you go and trial and error.  This can be a good thing too, but I think if you really want to play longer some of the details become more important.  For instance there is 1 main attack plus 3 special slots.  I don't recall being told explicitly but eventually you learn that your main weapon ties to the main attack style, and different items you wear/use are tied to the other slots.  There's one slot which looks like a heal but after all my play time I still am not 100% sure it's a controlled heal lol (I have a healing pet too, which I suppose I should just remove for testing).  Then there are "Talents" which are (I think) only found on items, which give passive bonuses.  Essentially customization is all tied to your choice of items, except for 3 stat points per level.  At least I think that's how it works lol.  The good thing is none of this deters the actual gameplay, which is just loot and level.

Should also mention that it is only single player at the moment.
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rittchard
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« Reply #3 on: April 21, 2014, 04:56:33 PM »

One more fun feature I recently discovered.  I don't know if I am missing things that were meant to be obvious but I had to read about it at TA to figure it out.  You get 3 character slots (only 2 classes right now, Rogue is coming next).  You normally select one to play - but you can also select a second one to "hire" via hire scrolls.  I think you have to pay for one of the packs or something to get these.  I had purchased a pack to support the game which apparently came with a bunch.  Once you do that, your second character (complete with his pet) joins you as a companion with his complete inventory and skillset intact.  You don't switch between the 2 as in a party game, it works more like a follower in Diablo.  He fights and levels with you and collects the loot appropriate for his class.  Definitely adds something to the game.
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rittchard
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« Reply #4 on: December 09, 2014, 11:49:02 PM »

This game has been updated a number of times since my last post.  Core gameplay remains the same but they've added more loot options (sockets and upgrades) as well as a talent tree using an account-wide point system similar to D3's paragon levels.   I still have yet to find a better Diablo clone on iOS.  There have been quite a few with better graphics and more complicated customization, but this one still shines in terms of nailing the pure "loot and level" mentality.
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Gratch
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« Reply #5 on: December 10, 2014, 04:45:41 PM »

Thanks for bumping this.  Not sure how I missed it the first time around, but it seems like it has a ton of potential.   thumbsup

EDIT:  Tying skills to specific weapons is a strange choice for such a loot-driven game.  If I spend a bunch of points upgrading one specific hammer skill, then the Ubersword of Infinite Awesomeness happens to drop an hour later, then all my skill upgrades are now worthless because I didn't happen to upgrade that one particular weapon.  Or am I missing something?
« Last Edit: December 10, 2014, 05:16:44 PM by Gratch » Logged

rittchard
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« Reply #6 on: December 17, 2014, 09:47:05 PM »

Quote from: Gratch on December 10, 2014, 04:45:41 PM

Thanks for bumping this.  Not sure how I missed it the first time around, but it seems like it has a ton of potential.   thumbsup

EDIT:  Tying skills to specific weapons is a strange choice for such a loot-driven game.  If I spend a bunch of points upgrading one specific hammer skill, then the Ubersword of Infinite Awesomeness happens to drop an hour later, then all my skill upgrades are now worthless because I didn't happen to upgrade that one particular weapon.  Or am I missing something?

Nope - it's definitely an odd design decision, but on the flip side I guess it gives you the option to completely switch up the gameplay style at your discretion (similar to D3).  I try to keep at least one of the best version of each item type so I can theoretically change builds at any time.  In reality I don't do this much, though, I tend to get locked into 1 or 2 that I like the most and only end up using those.
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