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Reviews for "Deterministic Dungeon"

How to save data i got killed and i got to play from begining?

PestoForce responds:

It's a "rogue-like" game where, if you die, you have to restart. Makes it super intense doesn't it?!!

This is an amazing game you guys!

1. The random generator mechanic was actually a ton of fun! From randomly choosing your character and their name to the amount of damage you could land on, it was all great.
2. I loved how there were so many different items to choose from when it came to armor, weapons, and shields. All of the designs were cool and well done. Not to mention that the special weapons were very comedic. Having the choice to fight with a pickle or a balloon animal was pretty funny.
3. The enemy designs were absolutely fantastic. I also like how there were very many different enemies to keep it interesting.
4.In my opinion, the coolest thing about this game was the totems. It was awesome that each one had their own special power to them. The green one was probably the best one, since it slowed down the random generator, making it easier to get what I wanted, haha.

Even though this is an incredible game, I wish there was something to do with the excess loot besides using the cauldron at the witch's shop. It doesn't hurt how the player plays the game, so I'm not going to reduce the score I'm giving this game, but it was just something that came across my mind.

Nonetheless, amazing game! It didn't take long for me to add this masterpiece to my favorites. Now I just have to beat hard mode, haha.

PestoForce responds:

Thanks for the great review! I definitely agree about needing something to do with all the extra loot!

for a game where we're mostly just clicking a button (although its a cool concept and i like it so far), i feel like there should be less waiting. especially when placing the stages i really wish i didnt have to sit there clicking then waiting a second then clicking again when i could have generated the map in 9 quick clicks instead. ofc we should have the opportunity to wait and try to time it perfectly, but we'd still have that without the little interludes between each selection, and it really doesnt seem to make a huge difference where everything is placed anyways when every space is still gonna end up being adjacent to any other space.

scrolls only allow 1 effect at a time. while in some games this might have a balancing effect, we still need to be notified about the fact ahead of time. i used a poison then a freeze which i had been saving specifically for a boss battle, and found that the poison only did a total of .6 damage?? i feel like this is quite imbalanced and the fact that we already dont know how much damage or what effects each scroll might yield in the first place makes it seem pretty unfair. it's not that the game is even very difficult as far as ive seen, but i hate playing titles where so much of the strategy seems based on how much we've played already instead of allowing us to think of a build or make a plan for our character from the get go (especially when the whole game is about "giving us the power")

PestoForce responds:

There's a skip button on the map creation.

And yeah, there's a fine balance between allowing stuff to be discovered and overwhelming the player with information.

Thanks for the review!

So, I actually bothered to validate my account just to drop this review, well done. I play on a laptop that was past its prime before I bought it from the seedy pawnshop, so the click-based gameplay was just what I needed. The art style is perfect, the concept is fresh and enticing, the gameplay was more than I can normally expect from a point & click and the game itself wasn't too much for my craptastic computer to handle. The reaction-based damage wheel was a phenomenal idea and worked great at keeping every battle interesting and potentially disastrous, commanding full attention from the player.

This game doesn't force you to grind either, (I would enter each room, fight to the chest, then fight to the exit) which I think speaks volumes about how perfectly balanced everything was.
I made it to 7-3 (Gold) on my first run with a few perilous moments when I was sure I was dead (Didn't figure out there were scrolls for healing till dungeon 3 or 4) but got that number or item I needed in the clutch. I beat the damn boss then died on my way back from the chest. However the 2-2 1/2 hours I played didn't feel wasted, that shit was fun!

If I had to nit-pick, I'd say maybe try to figure out something extra to do with the excess loot besides just the cauldron, I died with tons of excess. Also I think the healing works great, but maybe advise new players that scrolls are the only other way to heal, that way people would know right away to conserve and/or decide to try for them over another.

Finally, I thought the novelty/comedic weapons were a nice touch, I kept getting that friggin' pool noodle. I also enjoyed the light saber cameo and was that the goddamn Mace of Molag Bal from Skyrim? Great game, 100 thumbs in the air, 5/5 pool noodles.

PestoForce responds:

Awesome review! You make me excited to keep making games! I agree that I need SOMETHING to reduce the loot or make it more useful. I'm thinking that, in the mobile expansion, I'll let you "break down" items into materials and let you recraft new stuff from those materials... might make things pretty interesting!

Thanks again for going through the trouble to validate and leave this review!

Its OK. Not exactly as RNG as I was hoping, with all rooms debasing into only fights or treasure. You can heal from defense, yes? I didn't notice until I was almost at the end and still hadn't ever used it for anything. Facundomounes made a short but sweet RNG dungeon crawl just a day before yours, I think if you two could marry your styles, it'd be epic

PestoForce responds:

I'll look him up!