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Dungeonmans

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Dungeonmans

Nov 2, 2014

Main game

3.88 average rating based on 8 ratings

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Crush monsters and get loots in the classic turn-based style of deep dungeons and high adventure! Serious gameplay surrounded by a light-hearted atmosphere, designed to evoke the feel of history's great RPGs and dice-slinging adventures around the tabletop.
Release Dates
Nov 02, 2014 (Worldwide)
PC (Microsoft Windows)
Dec 09, 2014 (Australia)
PC (Microsoft Windows)
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User Stats
123
In Collection
8
Wish Listed
1
Playing
62
Backlogged
How Long Is Dungeonmans?
No playthrough data yet
WarpDogsVG
WarpDogsVG gave Jun 3, 2018
WarpDogsVG gave Jun 3, 2018
Dungeonmanslike

I don't play a ton of roguelikes - or roguelites, for that matter - but Dungeomans really grabbed me.

It's easy to learn. It's funny. It's fun. More importantly it has tons of charm crammed into every nook and cranny - nearly everything, from item names to skill descriptions and NPC dialogue, is a joy to read. I read damn near everything I could in the game.

Many of the classes feel very unique, like a monk class that fights barehanded but can use weapons as telepathic missiles. I ended up trying each class multiple times which is something I've never actually done in a game before, roguelike or not.

There's still plenty not to like. There's a significant amount of repetition in both level and enemy design. This causes long runs to feel pretty boring, and it also prevents you from visually gauging the danger of a monster.

I mention the cutesy names as a pro, but there were more than a few times it ended up confusing actual gameplay. For example, "Stremf" is the strength equivalent which impacts melee damage. Yet when I use polearms, the combat logs say I'm also dealing ranged damage - so do I …

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I don't play a ton of roguelikes - or roguelites, for that matter - but Dungeomans really grabbed me.

It's easy to learn. It's funny. It's fun. More importantly it has tons of charm crammed into every nook and cranny - nearly everything, from item names to skill descriptions and NPC dialogue, is a joy to read. I read damn near everything I could in the game.

Many of the classes feel very unique, like a monk class that fights barehanded but can use weapons as telepathic missiles. I ended up trying each class multiple times which is something I've never actually done in a game before, roguelike or not.

There's still plenty not to like. There's a significant amount of repetition in both level and enemy design. This causes long runs to feel pretty boring, and it also prevents you from visually gauging the danger of a monster.

I mention the cutesy names as a pro, but there were more than a few times it ended up confusing actual gameplay. For example, "Stremf" is the strength equivalent which impacts melee damage. Yet when I use polearms, the combat logs say I'm also dealing ranged damage - so do I need "Skills", which impacts ranged damage? And some of my skills (not to be confused with the attribute name) deal starlight damage, so does that mean I also need Foom...?

Then again, Dungeonmans isn't exactly a game that demands min-maxing, and with the Academy system you're guaranteed to always make progress even when you experiment (and fail). Dungeonmans is a good game with interesting ideas and charming writing. It's an easy game to recommend.

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Guavatin187
Guavatin187 updated their status Jul 23, 2017
Guavatin187 updated their status Jul 23, 2017

Love this game! not too far into it, but really want to dive into this someday.