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Author Topic: Dungeon Rats review at GameBanshee  (Read 1424 times)

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« on: August 19, 2017, 12:23:00 pm »

The general progression in Dungeon Rats can be condensed to something like: you enter an area, you roam around for a bit collecting mushrooms, mining ore, and stripping down the bodies of those who came before you, then you stumble onto a fight. Rinse and repeat. And while this is as barebones as it gets when it comes to exploration, I still prefer it to something of, say, Blackguards, where you don't even get the pretense of having control over your characters outside of combat. I like wandering about in the wild, picking up loot, and searching abandoned campsites. It may not be much, but I appreciate that Dungeon Rats at least tried. It sure beats clicking on nodes and getting immediately thrown into the thick of combat. And combat is something Dungeon Rats shines at.

In preparation for a battle you get to position your characters however you see fit. The order in which they act is determined by a combination of their Dexterity, Perception, and skill scores. The player character always gets to act first on the first round, and then returns to the proper rotation on the subsequent ones. You spend action points to move, attack, or use items directly from the inventory screen, like bombs or potions. Each weapon type has its own set of attacks that differ in usefulness depending on the situation and provide a great deal of flexibility to your actions.

What I probably liked most about Dungeon Rats is that regardless of how difficult or unbeatable a battle may seem at first glance, you always have the tools to overcome it. If you keep failing, it doesn't mean that the game is too difficult or unfair, it just means that you should adjust your tactics, consider using the consumables in a more creative way or even try something as simple as changing your starting positions.
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