Combining its own unique take on the real-time roguelike genre, with a nostalgic 16-bit look and feel, Diehard Dungeon is a game that feels both familiar and quite different at the same time. Followed by a trusty, treasure collecting companion chest, you must make your way through the dungeons many randomly-generated rooms and levels.
用户评测: 多半好评 (225 篇评测)
发行日期: 2012年9月11日

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"A roguelike inspired game somewhat similar to Binding of Isaac and Wizards Lizard. The art style could've been better, but the game mechanics are solid."
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“There’s an awful lot here to like”
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Combining its own unique take on the real-time roguelike genre, with a nostalgic 16-bit look and feel, Diehard Dungeon is a game that feels both familiar and quite different at the same time.

Followed by a trusty, treasure collecting companion chest, you must make your way through the dungeons many randomly-generated rooms and levels. Armed with a sword and a ‘hand cannon’, all manner of nasty dungeon dwellers, bosses and traps will need to be defeated or traversed in order to emerge from the dungeon victorious!

To aid you in your quest, you may be lucky enough to encounter one or more upgrades or new abilities scattered throughout the dungeon, or bump into the remnants of other players (Champions) via the unlockable 'Champion Mode'. Champions wander atop the dungeon walls, ready to unleash their souls upon passers by. Be careful though, as not all Champions are helpful.

A randomly generated dungeon is created every playthrough, with many secrets and multiple outcomes.

The game features a dynamic difficulty and ranking system - the better you do, the more challenging the game will become. Only the most skilled dungeon escapees will attain the highest ranks.

Do you have what it takes to survive the dungeon?

Minigames

  • Mayhem: You have 3 minutes to get a high score by any means necessary. Mayhem is easy to learn, but difficult to master.
  • Survival: An endless series of progressively harder dungeon rooms. Avoid receiving damage and clear rooms within the time limit for bonuses.
  • Fading Light: Destroy 10 pyramids as quickly as possible, whilst avoiding the gaze of the searching eyes, and the hordes of bloodthirsty zombies.

    Each minigame has a global leaderboard.

系统需求

    Minimum:
    • OS: XP, Vista, Win 7, Win 8
    • Processor: Dual Core 2.0 GHz
    • Memory: 256 MB RAM
    • Graphics: 128MB video RAM and at least Shader Model 2.0
    • DirectX: Version 9.0c
    • Hard Drive: 150 MB available space
有价值的用户评测
15 人中有 15 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
3.7 小时(记录在案的)
发布于:7月9日
这游戏第一眼以为是塞尔达传说呢,可惜并不是,这游戏很重要的一环是赌道具,好的卡(技能)能轻松过boss(可惜本人人品太差)还有一点就是这游戏的随机性,每一次游戏都有所不同,还有就是你永远不会知道下一关是不是boss关,这让探索变的更有趣。这游戏推荐使用手柄食用风味更佳
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1 人中有 1 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
0.6 小时(记录在案的)
发布于:7月12日
超喜欢这种游戏模式。恩...............你问我哪种........?我也不知道,诶嘿~❤
这篇评测是否有价值? 欢乐
86 人中有 54 人(63%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
1.4 小时(记录在案的)
发布于:6月21日
There are way too many reviews for this game spouting cheap, repetitive, barely-descriptive one-liners like “Link to the Past meets Roguelikes!!! A+ very good game!!!” or “Homage to old dungeon crawlers” when the fact of the matter is that it’s just not a very good game. The best thing it does is work without crashing.

The weapons given to the player character are a cannon launcher and a sword. These deal unimpressive amounts of damage even with upgrades. There are also perks that the player can pick up a-la Binding of Isaac for abilities. Unlike BoI, however, these perks don’t really change the way that the game is played too much since they either allow the player to avoid hazards or tack on slight effects to the two weapons (e.g., cannonball explosions spawning tiny pools of fire). The player can upgrade their treasure chest companion by collecting gems to the point where it will fire spikes at enemies or dash around into enemies but those are the only other attack that can be performed.

There are a lot of different sprites for enemy types but they all follow the same pattern: +forward. Everything either runs towards or away from the player, including bosses. This, in combination with the weapons, makes combat really boring and shallow. The gameplay doesn’t particularly change much outside of the included minigame, which is essentially Pac-Man. Click to slash, click to shoot. There’s nothing like BoI’s bullet-hell, active abilities, or item synergy. There’s nothing like Ziggurat’s arena shooter approach to survival (good movement, good positioning, good aim). There’s nothing like Dungeon Crawl Stone Soup/Tales of Maj’Eyal/Nethack/others where items and random events legitimately change the player’s experience (e.g., Bearosphere in ToME). In essence, it’s LoZ: A Link to the Past without anything that made LTTP good fused with the permadeath behind Roguelikes.

The art design is explicitly stated as a “nostalgic 16-bit look and feel” but there’s so much dark and grey and brown, any attempt to have anything that looks at the very least different is crushed. Hammerwatch tackles “retro” in a far superior graphical manner, and Darkest Dungeon utilize black, brown, and grey to create a foreboding atmosphere. Diehard Dungeon just looks like a flash game. There is also a lot of screen clutter in Diehard Dungeon; broken barrels and boxes covering up progression items (keys), tiny shelled critters running around everywhere that don’t deal damage, bouncing spinning spikewheels, etc, all in a small room. Others might say that "this just helps cover up traps!!!" but the fact that it's really easy to see where the physical traps themselves are (spike walls, arrow holes, etc.) defeats the purpose of hiding the trigger.

The XP system and ability system are completely useless. The only thing gaining XP does is increase the difficulty of the mobs and doesn’t change anything about the player. No power bonus, no extra abilities, nothing. All abilities are acquired via RNG chests where players play slot machines for random abilities, which determine the player’s pace; if the abilities picked up are useful, the player can actually play the game at a reasonable pace. If the abilities are garbage, players are forced to plink away at enemies until the odds roll in their favor. Another reviewer described the game as “tedious” and I can’t help but agree; it’s not a fun timesink, it’s not a game one can leave running in the background like a clicker game, but it requires the player’s undivided attention to open the exit to the current room. It feels familiar but unlike the claims, it does nothing unique or out of the ordinary.

It’s fitting that Diehard Dungeon was released on Steam on September 11th because this game is a disaster. Spend your $5 (or $0.99 if on sale) somewhere else.
这篇评测是否有价值? 欢乐
4 人中有 2 人(50%)觉得这篇评测有价值
0.3 小时(记录在案的)
发布于:8月5日
Sorry. Hard to upvote this game, even though I was a big fan of The Legend of Zelda: A Link to the Past. Diehard Dungeon does take after the SNES classic, but doesn't provide anything more than it's basic combat system to me. I just found it hard to get into, an explosion of things right off the bat. All I really wanted was a simple game that hopefully would teach me the ropes as I go, not just throw me in the firefight from the get-go after a short tutorial. Could be a fun game for others, just not my thing.
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5 人中有 5 人(100%)觉得这篇评测有价值
10.4 小时(记录在案的)
发布于:2014年12月21日
这是一个Rogue Like游戏,游戏模式用一个Steam上玩家形容,就是“塞尔达传说”+“以撒的结合”,战斗和机关设置酷似塞尔达系列,主角带一个箱子在地下城中通过重重房间,用剑和枪左右开弓、大杀四方,同时赚钱升级自己,找到各式各样宝物,目的则是逃脱地城。和以撒的结合一样,游戏看似简单,但面对花样繁多的敌人和机关,却非常容易死掉,每一次倒下都会回到起点重新开始,所以需要反复尝试多次,而每一次游戏进程都有极大的随机性,比如在遍布喷毒敌人的地城获得了毒免疫,或是在强力近战boss前获得了强力的霰弹射击,也有可能走进第二个房间就碰到地城城主,或是在遍布火焰和穿刺机关的房间遇上了能击退的敌人,但无论是出师未捷,还是一帆风顺,玩家都在逐渐变强,逐渐在征服地城,这种随机性和成长性相结合的游戏体验以及丰富的战斗体验是此类游戏的吸引力所在。
几个有意思的设计是,主角的武器和装备能在战斗中被打掉;玩家在旅行中遇到分岔路口,可以自行选择方向,一条路线难,一条容易;每次重新开始时,都可以得到一个安慰箱子,可以在其中抽取0-3个技能或兑换卡片作为新征途的保障。
我觉得这游戏比以撒的结合要简单,比盗贼遗产内容要好玩。
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