A Dungeon Is You (Idle / Incremental Sim) review
2

At the time of writing, this game is about 4 months old, and seems to still be actively being developed, but it's definitely still an extremely early build. The bones seem good, but it's very noticeable that there's no "goal" at the moment. You go through the 30 second tutorial (which tbh still needs a bit of polish imo) and then you start fighting, summon a mob and... that's it, really. Scale endlessly until you get bored.

The balance of upgrades and enemies feels weird. Each level of enemy mostly just gets doubled health compared the the last wave, and has 1 of 3 speeds (making the slow ones objectively the weakest and the fast ones objectively the strongest). Upgrades are mostly compounding, and a STRONG compound at that- like, two levels of upgrade will nearly double a stat sometimes. This basically boils down to "buy 2 levels of attack upgrade, go to next level enemy. Repeat. Then repeat again. e.t.c." The mobs honestly don't even feel all that necessary at the moment? It might be a bit slower, but there's nothing stopping you from just not going to the next level until your core can handle it solo. Probably wouldn't even be that much slower tbh. Splitting your mana across a bunch of upgrades feels like a bad idea compared to just dumping it all into attack or even passive mana generation since they scale so damn fast. Given that you can freely adjust not just the enemy level but even how often they appear, it feels more like a sandbox than anything right now (which, maybe it's supposed to be, for dev purposes).

TL;DR- This game clearly isn't really ready to be played like an actual game yet, but it's early in development and has potential, so that's why it's a thumbs up despite a low score.

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