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Dungeon Explorers [v1.1] [C.M.Cas Games]

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Download for Windows/ Linux - Compressed

  • swipe down to hide the ui
  • swipe left to roll back
  • swipe right to start skipping of text
  • swipe 2x left&right to open the game menu
  • swipe up&down to toggle a small window with memory usage information
  • longpress the save file thumbnail in the save/load screen to delete this slot

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You can also mail us at :- dikgames.play@gmail.com

Editor's Rating

Story - - 79%
Visual - The art in - 61%
Engagement - Engagement takes a hit due to the gameplay frustrations noted by players. The combat mechanics can prove grueling, with overwhelming enemy encounters that make exploration feel more like a chore than an adventure. While the story keeps players invested, the lack of a gallery and clunky combat mechanics diminish the overall experience. - 49%
Core Loop - Ah, the core loop—a component that should sing yet falters here. The gameplay presents a grind-intensive experience, where leveling up new characters becomes a Herculean task due to enemy scaling. This design choice can leave players feeling penalized for their efforts, especially when beloved party members exit the scene without so much as a goodbye—and with no equipment return. - 42%

58%

out off 100%

This review is based on author's perspective and actual experience may differ on individual's own preferences.

User Rating: 3.09 ( 7 votes)

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4 Comments

  1. It would be nice at the beginning of the game (or even in the character screens AFTERWARD – though this will lead to restarting a lot for those that like to theory-craft) to get the same rundown for each STAT that we got for classes. It’s great that we get as much choice as we do, but the way you’ve set it up may bork a lot of builds until we figure out what the stats mean. It doesn’t have to and shouldn’t be that way. Yes, I’ve played games of this vein before, by the way, but frankly, different devs ascribe different import to specific stats anyway. All of them CAN be useful… but not all of them actually are.

    * I’ll also say you could’ve gone darker with what happened to the girl; but you went cannibalism to make it weird.
    – In a game like this, in the world you’re setting up = it would be FAR more likely that she’d have been raped (probably into pregnancy) until they got bored. Then strung up to starve, die and rot. Specifically because none of her slavers gave a toss about her life. If not had a pike shoved up her pussy, and posed messiah style, as that “warning” to what happened to slaves that tried to escape.

    Do note: I’m not opposed to the sugar coating, but in that case, you already killed her and that would be enough to mark the MC’s premise in quest. If good meat was that scarce the camp wasn’t going to function as long as it had done anyway.

    1. Having played now a more significant chunk of the game, I have a few points.
      Take them as suggestions:

      1) When you first get the quest to go on the road to Tilly; there are several map points (I use the term loosely – a MAP has markers of Identification. Town names posted in their actual general direction) It does NOT matter if I can see the layout of the general area surrounding, if I DO NOT know which direction the town is actually in! You have several large sections not only in this “map” that would benefit from proper identification so the player doesn’t run around in circles. [The Two Camps in the hills are another example frankly – they’re not even on the map because as far as I’ve explored; there just isn’t one for that area]

      2) Weapon Choice. Weapon. CHOICE! There’s no point in letting me pick almost everything else about the MC’s traits and then saying Nope; you’re stuck using JUST a standard assed Class Based weapon. [You can ask Nerethia for a magic weapon = which IS NOT the best in the game for fuck sakes… – and later in the game there’s a dude that will upgrade your shit.] Problem there is you have to HAVE at least the +1 version of whatever weapon or armor you want the asshole to upgrade. I did not find a place to sell me them. So if you want Claws for Mevi = Good luck. You want to make Hecate’s Rapiers +1 to masterwork; same boat. And how the FUCK is the orc not the axe/claw wielder??? There’s a blade of venom you get from the very first boss that as far as I’ve played not even the SWORDMASTER can use. It SHOULD be Mevi’s first upgrade and HER chosen weapon the way you built her. Platemail wasn’t anything I found whether plus one or not. I’m saying you need to be less restrictive about your weapon choices guys. If Camilia can use a Katana and have an arcane bracer for her shield; why are you fucking the MC and every other character over for the way players MIGHT want to equip them?

      3) Nitpick here but it takes too long to get to the actual sex scenes. When you do; they’re there for a few clicks and done. MC finishes inside all of the time = No pregnancy yet. Even if Mevi’s fairly insistent she wants that, and so is Netheria. There’s the point that the fox girl COULD be a party member (she’s not) and going to bed when you do actually get your own home in Opala really could let you choose which of the girls in your party or elsewise that are bonded to you that MC wants to bone. It might be nice to have more than just a few interspersed scenes that denote any sort of building of a harem. Which I don’t think has even been mentioned yet frankly.

      4) Tied to the above; there are at least two instances I’ve encountered for potential Netori; that Dev just straight up disallows. Chica is all but tailor made to join the harem as a point of gaining political leverage with the nobles in her city (You write Groom = New Husband or Fiance? Clear that up. Because one means Netori should STILL be possible, and the other means she’s not completely decided yet so we should be able to steal/rescue her away and make the claim) The other is Stella’s brother’s wife (or her sister… either way she’s married and apparently better connected; so why can’t MC meet her and have that be an arc? It’s a Harem tagged game…)

      5) If you’re going to give me the option to raise stats in a game as I choose = Do NOT cap them off. Ever. Decide what max level you want for the character and stick to that – but the actual STATS that help you survive DO NOT get to be capped. For any reason, if you’re going to give all those monsters that much HP and AOE damage bullshit (Which I’ll get to. Don’t worry) There are TWO reasons that Saint is recommeded: Stacked Defense – which also means he’s not meant to hit for jack shit *** AND he’s the ONLY MC that DOESN’T get a multihit option as yet – and the fact he’s A Party Healer. Defense is a decent stat, and can actually turn most damage to Zero (not in all cases – and we’ll get to that) but DAMAGE is king. In these games. Always. It doesn’t matter if something can’t hit you, if you can’t kill it and the rest of your party’s downed. It can’t kill you in the first place if it’s dead. Giving a straight +100 to any stat before it caps is punitive in the long run if you intent to keep increasing the monsters’ damage or HP. You haven’t got nearly enough equipment available in game to mitigate the bullshit presently.

      6) You get as far as I’ve played (I’ve gotten as high as level 40 for fuck sakes) there are ONLY two skills you ever actually gain and you have them from the start. Why. Why- Why?!? Did you not implement new skill gains at perhaps the rate of every 2-5 levels. You came up with all these classes that SOUND cool… and forgot to add in skills to actually differentiate them beyond what they get at absolute BASE. There’s a tab to “learn” skills – and fuck all to actually UNLOCK anything ** that might be a list that’s not implemented yet hopefully ** or any place currently that I’ve found where you can even LEARN A NEW SKILL! Is it something you intend to add eventually? Because raising stats is one thing – but Jesus H do the classes need the option to eventually GROW to be able to HANDLE THE SEVEN BILLION ENEMIES in a battle screen sometimes. That cave where you get the ancient bow – you go from one fairy as a PITA who can have one enemy with her that can cast a SINGLE target spell so damage mitigation is MANAGEABLE for your party to the next room she comes with two wisps who can do the same fucking thing she can and ALL OF THEM CAN NUKE YOUR FUCKING PARTY! No bueno. The Arcanist shouldn’t be the ONLY CLASS that can wipe the screen if you build properly. It should be about HOW you want to do that.

      7) Considering how there are a few enemies that CAN wipe the screen; and at least two I’ve seen that actually heal themselves passively; either implementing passive skills for the party that can do the same as a class based thing (a heroic trait eventually gained) or items that will grant regeneration of MP/HP at least might be a decent idea. Hell I’d be down to play Wolverine if you let MC use the claws instead. Or a vampiric weapon/armor that does the same (and if you want to be a dick about it you could warn that it’s cursed if you pick it up… so you’ll get “addicted” IE can’t drop it; and it will make you want more so you can’t avoid battles – but I shouldn’t give you guys any bright ideas there) * I know very well the only way you devs ever like putting in stuff that’s BENEFICIAL in that vein is if you also bork it’s usefulness with that kind of detriment. Just saying.

      8) Either make LESS enemies in the Orc Camp or FUCK RIGHT OFF WITH THE LOCKED DOOR. I actually deleted the save because I thought it was BUGGED rather than reading farther down in the walkthrough to know that HELPFUL TIP TO PLAYERS WHO MIGHT WANT TO TRY THIS GAME: There’s a key in his closet. You need to get that before you can exit, and the PROBLEM with doing it that way is NO OTHER DOOR I HAVE FOUND IN GAME WORKS THAT WAY!!! [Which is another reason there need to be MORE AOE options for the PLAYER & Party! VERY FEW players are going to be as anal as I get when I play these things. Most will drop the game if not ignore the quest on a reload, just for how assholishly long it takes to deal with all of the orcs]

      Final one: The Lake area is filled with Hellraiser looking motherfuckers who frankly hit way too hard randomly (I play on 50% difficulty and I’m not ashamed of that) and they have a specific move in some cases that you’re never going to know which one it is; where they can hit even THE SAINT who usually sees 0 damage from ANYTHING if you build him right, for about 1 k damage. Why? That entire area just screams “We threw up our hands at creating actual unique monsters and said fuck it – they can literally do whatever they want” The “grinding” area is full of them and they ALL have the potential to pull this bullshit. I was level near enough to 30 facing them at like 12-15 ish… and with that many assholes even if I was willing to decimate ALL of my healing items… they might’ve merced me. Come the fuck on guys. Best case scenario for new players currently is yoink the three blue pearls and run like hell.

      I’m not saying the game’s not got potential. In fact I quite enjoyed it for the most part. These are just pointers to help you figure out the balancing, or plot issues you might consider going forward. In as far as girls that can be introduced as harem members. [It would also be nice if when babies do happen they aren’t considered a detriment because they can grow up to help the town down a few different paths – Farmer/Merchant/Builder/Defender/Entertainer Etc – just a thought]

    2. After a little more examination (don’t blame me – other games in this vein also have the learn skill option and half the time it’s either blanked out or requires an item you have no clue where to get. Mea Culpa) you actually CAN learn skills. For Gil, which frankly explains why I had like 130 K at one point in my longest playthrough as the saint, and at level 36 (the orc camp took me up to 40 but again, I deleted that save…) had only the two skills to my name.

      Damn it. Game would’ve probably been MUCH easier if I’d been a little more adventurous about exploring the standard interface screens. I can however admit there’s a large amount of egg on my face. About that one point, anyway. The rest are still valid enough. Maybe a sidebar suggestion then should be: add in an adendum to the beginning quest like you did about equipped weapons (or you could just try equipping the damned thing automatically to start with and nevermind that hint) wherein you remind the new players to actually click on Learn Skills. When they have the appropriate money.

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