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Blacula
Dec 22, 2008

I had this exact thought, OP, when I wanted to play a roguelike. So I fired up Deep Dungeons of Doom and started racking up sweet sweet steam trading cards and achievements.

The game has a 16-bit medieval fantasy aesthetic and seems designed with mobile UI in mind. I start as a Crusader and travel an overworld map to a dungeon which has battles, loot, and magical shrines. Each encounter includes decision-making and brings me one room closer to the Boss! Fighting is real-time and has attacking and blocking as the main actions. I wait for a timer bar to fill up to attack, while keeping an eye on enemy animations to anticipate when to also block. Sometimes after victory the enemy drops something and I choose whether to take it or leave it since I have one slot for gear and another for a potion. Shrine rooms apply a buff slot if I choose to pray, but the effects seem to be random!

The Boss fight is a tougher fight and has some mechanics I have to figure out through trial and error like waiting for them to reveal their weak spot before attacking. At the same time I have to time up more and varied attack patterns for blocking.

After a few dungeons I am joined by a new adventurer and thus gain the option to play as them. Pure DnD vibes, even matching the 'paladin interacting with a warlock' vibe in the cutscene dialogue.

Overall, very happy with having another roguelike itch scratched and another notch on my games played belt.

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