Dungeonmans (2014)

Adventurepro Games LLC

PC (Microsoft Windows)

3.88 from 8 ratings

124 members have it in their collection · 1 playing now · 62 backlogged · 8 wish listed

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.
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Release dates

  • Nov 02, 2014 (Worldwide) PC (Microsoft Windows)
  • Dec 09, 2014 (Australia) PC (Microsoft Windows)

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Rating distribution

5 stars
3
4 stars
1
3 stars
4
2 stars
0
1 star
0
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Community All Reviews Statuses

WarpDogsVG

Review WarpDogsVG 4/5 · 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 …

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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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