Dungeon of Elements is an RPG dungeon crawler with combat inspired by some of our favorite classic puzzle games like Dr. Mario or Tetris. In Dungeon of Elements (DoE), core meets casual as we combine many different styles of gameplay in a fun, immersive experience.
User reviews: Mostly Negative (131 reviews) - 38% of the 131 user reviews for this game are positive.
Release Date: Jun 12, 2014

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Reviews

“Very addictive. It exceeded my expectations. Really fun. Thank you for making a quality game, Frogdice.”
LethalFrag - TwitchTV

“Everything about it is phenomenal.”
100 – Crumps - TwitchTV

“#1 New Indie Game”
100 – Cheat Code Central

About This Game

Dungeon of Elements is an RPG dungeon crawler with combat inspired by some of our favorite classic puzzle games like Dr. Mario or Tetris. In Dungeon of Elements (DoE), core meets casual as we combine many different styles of gameplay in a fun, immersive experience.

The fledgling Alchemy Guild of Primordiax needs you to help restore its former glory. To that end, you will:

  • Explore 3 continents and 45 different dungeons.
  • Defeat 56 different enemy types and 12 bosses.
  • Enjoy a combat system inspired by classic puzzle games like Dr. Mario and Tetris.
  • Discover hundreds of crafting recipes through experimentation.
  • Craft legendary weapons and armor.
  • Customize your character with a tremendous variety of equipment options.
  • Find and befriend pets.
  • Unlock Achievements.
  • Collect scrolls to fill your Bestiary and study your foes.
  • Progress through the story and choose your own path.
  • Compete with your friends and other players to clear dungeons or the entire game fastest.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP
    • Processor: Intel Core Duo or equivalent
    • Memory: 4 GB RAM
    • Graphics: onboard graphics
    • Storage: 800 MB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel i3 or equivalent
    • Memory: 6 GB RAM
    • Graphics: discrete video card
    • Storage: 800 MB available space
    Minimum:
    • OS: OS X
    • Processor: Intel Core Duo or equivalent
    • Memory: 4 GB RAM
    • Graphics: onboard graphics
    • Storage: 800 MB available space
    Recommended:
    • OS: OS X
    • Processor: Intel i3 or equivalent
    • Memory: 6 GB RAM
    • Graphics: discrete video card
    • Storage: 800 MB available space
    Minimum:
    • OS: Any
    • Processor: Intel Core Duo or equivalent
    • Memory: 4 GB RAM
    • Graphics: onboard graphics
    • Storage: 800 MB available space
    Recommended:
    • OS: Any
    • Processor: Intel i3 or equivalent
    • Memory: 6 GB RAM
    • Graphics: discrete video card
    • Storage: 800 MB available space
Helpful customer reviews
10 of 12 people (83%) found this review helpful
2 people found this review funny
13.6 hrs on record
Posted: October 23, 2015
Dungeon of Elements is a repetitive Puyo Puyo clone with a few and scarce fun boss battles and a bunch of shallow and incoherent RPG elements thrown into it.

The core rules of the game are simple: You drop colored pills from the top of the screen onto colored enemies down below, and when you match 4 elements of the same color (not necessarily in one line, as in Dr. Mario), they disappear.

First off, the positives.

Puyo Puyo is fun! Bosses in Dungeon Elements are also fun! Each boss is one of their kind, has a set of its own unique abilities (e.g. regain health from nearby pills, spawn hordes of enemies running towards you, shoot a projectile that destroys your pills, etc), and it felt very enjoyable and rewarding to figure out mid-game what those abilities were, understand how to counter them, adjust the play style accordingly and win.

So, why is this not recommended? Well, because sadly I’ve already pretty much ran out of the nice things to say.

My main gripe with the game is that it is incredibly padded. For each fun boss there are about 5 near identical and tedious non-boss levels that you just have to… sit through. There is no real sense of challenge in those levels, no new rules, nothing. They are just boring timewasters. You drop pills onto enemies and match colors, that’s it. The enemy and obstacle layouts do change, but that has almost no impact on the gameplay. In my opinion, if the regular stages were made optional, like challenges and side missions, the game would have become instantly better due to the uniqueness of each boss level. It would have been much nicer if all of those levels were turned into optional side missions, leaving only the boss battles obligatory, or reducing the number of non-boss stages in each dungeon to just one.

The “RPG” elements are incredibly rudimentary and abstract. You have a shield that lets you slow down time once in a while, a sword that destroys N cells once every M seconds, boots that just make blocks fall slightly slower, “pets” that are supposed to automate item pickups, but in reality only mess up combos by randomly picking up strategically important items (which means you do NOT want to have a pet at any time), and you have armor which… serves no purpose whatsoever, aside from being a cosmetic item.
You can also craft a number of bombs and use them episodically, but somehow I easily managed to beat the whole game on Normal(the hardest available difficuly that did not require New Game+) without using them even once.

Another significant issue is the graphics. I’m not talking about the humongous character models that take roughly 50% of the screen for no good reason, those are actually somewhat decent, even though the female body proportions and most outfits suggest an attempt to cash in on the hornier part of the male audience.
I’m talking about the actual game board, the part to which the designers should have put most of their attention into. And it looks they didn’t. The graphics is very misleading, it is hard to tell what’s an obstacle, what’s the background, and what is a hole. Sometimes you can move your pills through what seems to look like pillars or bonfires, and sometimes you get blocked by a rug, or a hole, or some... dust on the floor? Same goes to actual holes through which pills can fall through. Their boundaries are uncertain, and some things that look like holes are in fact plain obstacles.

Rotating pills is awkward and unintuitive. Since all pills occupy two in-game cells, one of the two halves must be a pivot around which the other half is rotated. That is a case in DoE, just like it's been the case in Puyo Puyo. In DoE, however, the “pivot" half is not designated in any way, as opposed to Puyo Puyo, where the pivot half is highlighted white and blinking. That subtle thing makes some advanced rotations and combos much harder to pull off, since you always have to remember which side of the pill is its pivot. Rotation animations are also missing, which makes doing precise rotations even more so confusing.

The story is incredibly dull and feels like a bad book for a young and not very bright child. At one point throughout the campaign you’re supposed to make a moral choice and decide whom of the characters to trust and side with them for the remaining couple of levels, but due to the aforementioned dullness of writing, making the choice just becomes a guesswork. Once the choice is made, you cannot revert it. You have to create a NEW character and start the game from the very beginning to see the other side (pro tip: make a save copy before chapter 8 and when you beat one side, replace the saves and do another... if you manage to care). Aside from the story, there’s quite a lot of flavor text on your equipment and monsters, but most of it is also way too dull to read and care about, and that comes from a person who generally loves flavor texts.

Some achievements are incredibly grindy as well and, according to people on the forums, take more than 100 hours to grind them all out, and quite a bit of luck on top of that.

All in all, I think the game has its moments, but the sheer amount of meaningless grinding and filler levels you have to sit through to fight the fun bosses prevent it from being a flawed, yet attractive enough to recommend, little indie title. If you want to play Puyo Puyo, go and play Puyo Puyo. If you want a puzzle fighter game, chances are you will be better off with some other games in the genre.
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1 of 1 people (100%) found this review helpful
1 person found this review funny
5.0 hrs on record
Posted: February 4
It's basically a broken tetris clone themed after medival crack addicts. And the cards took sooooo long to drop...
WHY?
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36 of 41 people (88%) found this review helpful
16.2 hrs on record
Posted: June 12, 2014
I'll be up front. If you're not into games like Dr. Mario, this game is probably not for you, as that's primarily what the gameplay is in Dungeon of Elements. The gameplay is primarily based around you throwing capsules into a room and trying to match 4 of one color, Puyo Puyo style, to remove all of the enemies in said room. If the smoke from the capsules starts pouring out the door, you're forced to retreat and have to start again. Outside of combat, you can take some of the loot you've found and mix it into a cauldron to produce improved equipment for your character as well as emergency use items that can help bail you out of a tough spot, or you can sell it for money.

The difficulty for this game scales relatively well, and the three different difficulty levels affect the starting drop speed for the capsules, boss health, and boss attack speed. Higher levels also start to increase the starting drop speed every now and then, and various obstacles placed within the levels impede your capsule movements, sometimes in downright evil places. But you can also use whatever weapon you have on you to kill off enemies in a small area or bring up your shield to temporarily slow the drop speed greatly (however that works) to help you.

Overall, I'd say this is a game worth at least trying out.
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30 of 43 people (70%) found this review helpful
0.2 hrs on record
Posted: June 12, 2014
My score for this game: 9.5/10

I spent entirely too much time playing Dr. Mario when I was roughly 8. My parents spent alot of time with it, my grandparents also spent alot of time with it when they had the old Nintendo. This game brings back the genre that the newer versions of Dr. Mario butchered and adds the new twist of having an RPG element.

Yes, this sounds extremely odd. But I LOVE IT.

Pros:
A well done twist of a nostalgic genre with a modern RPG element twist.
Graphics are not bad, good by indie developer standards. - Anytime I can crack open an indie game and they put a sufficient amount of detail (Characters blinking, breathing, moving, etc) I know they spent a good deal of time on it.
Achievements. - Gotta catch em all.
Items and inventory. - I questioned this at first, but I'm extremely glad it was added and it adds a much needed new element to this genre.
Runs on old single core machines. - Ye olde Turion 64 processor and 1GB of RAM should work just fine.
Fun and relaxing - Some games are fun and relaxing, some are fun but leave you frazzled. This game is nice after a long day of work. There are no Zombie Nazis screaming in your ear on this game, but it does have some nice tunes.

Cons:
No free taco with purchase.

What I would like to see:
Multiplayer - The wife wants to punish me. I would like to play this with the parents some day. :)

Kudos on a well done game. I hope to see more in the future.

PS. Bought this game on kickstarter. Just loaded it onto steam!

-Sier
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18 of 22 people (82%) found this review helpful
6.0 hrs on record
Posted: July 1, 2014
I found this game to have a lot of interesting ideas, but it didn't take full advantage of its potential. Dr. Mario with combat elements sounds good on paper, especially since Arkanoid did a similar thing to the Breakout formula, but there are several issues with Dungeon of Elements. For example, while there are many normal enemy types, they only differ in terms of appearance and potential loot; they never move, they never interact with the alchemy pills nor the board, and they all die in a single hit. Boss fights likewise tend to simply devolve into tedium as their abilities are usually defensive in nature, such as teleportation, invincibility shields, and/or some form of regeneration; the few bosses which actually pose a threat by creating and moving units are all fairly early in the game.

Obstacles on the screen are another element of this game which sounds good on paper, but in execution they are sometimes hard to see and at other times (sometimes deliberately) they hide enemies; this isn't so much a challenge as it is a struggle with the aesthetics. Pits which pills can fall into are another interesting idea, but they are rarely anything but beneficial and this leads to one of the bigger overarching issues at play here; the player is given a ridiculously huge advantage from many of the unique aspects of this game. Weapons have fairly length cooldown times, but can devastate a substantial number of enemies in a single hit, even the earliest boots in the game slow down pill drop speeds substantially and shields temporarily slow it down even more (though I never once needed to use my shield until the very final set of stages when playing on Normal and Hard is only unlocked upon completion of the entire game), and crafted consumables range anywhere from large explosions to a pill which will outright kill every single non-boss enemy on the screen.

There's plenty of content here for anyone who *really* likes the Dr. Mario formula and there are many interesting mechanics present, but Dungeon of Elements fails to take full advantage of its systems and ultimately comes across as being a case of quantity over quality and simply ends up feeling repetitive.
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