Legend of Keepers: Career of a Dungeon Master is an Early Access title, developed and published by Goblinz Studio. A refreshing take on a roguelite game.
Merging elements of dungeon management and deckbuilding.
It's kinda equal parts Dungeon Keeper, Slay the Spire and Darkest Dungeon. The biggest difference here, is that you play the bad guy....and that's always satisfying!
In Legend of Keepers you have been hired as a dungeon master by the "Dungeons Company". As a contractor, your job is straight forward, protect their dungeons and "phat lewts" at all costs!
At the start of the game one playable Dungeon Master is available to you, Maug , the Centaur. As you progress and level up Maug, you in turn, gain access to two additional DM's, Sarel the Dryad and Lira the Monkey Engineer.
The game is divided in two phases of gameplay, a dungeon phase and a management phase. The core active gameplay take place in the dungeon phase, so lets tackle that first.
The Dungeon phase is broken down into pre match preparation and then the actual "run".
In the prep section you get an overview of the rooms in the dungeon and are allowed to allocate your monsters, traps and events for each one, prior to the arrival of the heroes.
The the gameplay begins and you must pit your creatures and traps against the invading heroes. Heroes can be defeated by either reducing their health to zero, whereupon you gain blood as a resource reward, or reducing their morale to zero thus obtaining their tears.
If the heroes make it to the final room they come face to face with your DM avatar, who is all that stands between them and the loot! Any damage your DM sustains during the final confrontation is carried forward into the next run. (Of course there is often an opportunity to heal during the management phase).
As your creatures are defeated, they lose the willpower to fight and must be given a little downtime and TLC before they are fit to take on another dungeon. As you successfully defend dungeons you gain access to new monsters and traps as well as gold and other resources to spend on upgrades during the dungeon management section of the game.
During the dungeon management phase its really all about Upgrades, Vendors and RNG events. Everything is randomized so phases are never the same, you can use your gathered resources to upgrade yourself or your monsters and traps, buy new ones or even sell off the ones you don't want.
This is pretty much the gameplay loop until you are defeated, then you start all over again.
As you progress, new rooms are added to the dungeon, the order of which are randomized for each run. This combined with your monsters recuperating in the barracks , means you constantly have to change up your strategy. Factor in that the heroes invading the dungeons all have different abilities and are also random and it really does make for a fresh experience every run.
The game doesn't take itself too seriously and a lot of the flavour text for events and items is both quite witty and amusing. The aesthetics are really attractive pixel graphics with beautiful animation, sound effects are well made and the soundtracks are perfectly matched playing away in the background, never becoming too repetitive or obtrusive.
One thing a did note, rather strangely, is that clicking on things in this game is incredibly satisfyingly. There is something about the weighted "feel" of the buttons, coupled with the sound effects that turns the simple act of clicking "ok" into an immensely gratifying experience.
Overall this is a really well made and very different take on a roguelite, deckbuilder, dungeon, management title. Very original, excellent presentation and lots of fun. The perfect game to put on, just to kick back and relax while playing.
Keeper of Legend is out now on Steam in Early access,
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