![]() As you progress through the biomes you will eventually run into a boss fight. The pacing in the adventure mode was excellent. I found myself not taking the health potion relic, as it makes it so you don’t chain your heals. A few of the relics felt game-breaking to me. Items have a durability to them and leave after a while, while relics stay with you on the run. These alter small rules or add bonuses to the game to make gameplay different. The only bit of disappointment I found was with the items and relics. ![]() And no one run is the same as the previous one. The game holds steady with more traditional roguelite elements of not being able to upgrade your character before a run, only while you are on it. This allows you to choose which character to make your run with. You even have a base of operations to start. There are a few more elements that make this feel like a roguelite, such as relics that change the rules of that run. Pocket Dungeon allows you to change some of the rulesets to turn it from more of a puzzle game with endless lives to a roguelite with one life. Once I felt the game was becoming a little too easy to beat I could easily change that. Learning when I need to search out health, when I can afford to be a little careless. Which enemies I can let stack, which ones I can’t. ![]() It didn’t take long to understand the pattern of creatures. Besides the easy to understand mechanics, there are also patterns to master. Once you understand the fundamentals you can beat the adventure mode. There’s no big learning curve to overcome. Shovel Knight Pocket Dungeon is simple to play but hard to master. My first time playing I sat in front of my computer for nearly two hours before getting up. Throw in some catchy music that never feels like it’s overbearing, and you have exactly the game I want. On top of solid gameplay mechanics is the great looking 8-bit style Shovel Knight games are known for. And playing as different characters changes your approach as well. There are a handful of different ways to approach it each time you play. Do you wait till there are more of the same creature coming down to have a bigger combo? Or do you clear them out as soon as possible, and risk running out of health by doing so? The solution can be situational, it can also depend on the character you are playing. On top of clearing the board, you have to stay alive to be able to do so. When you attack the creatures, most will attack back. If you fail to clear the board then you become overloaded and the game is over. Clearing the board allows more creatures to fall. When you hit a creature or block and it is next to another creature or block of the same exact type you can damage them both. You can clear the screen quickly by chaining your attacks. Your job is to clear them off the screen before becoming overloaded, while also trying to not die. The mechanics of Pocket Dungeon are something new entirely.īlocks and creatures fall down. I find myself moving on without giving them a second thought. Even when slapped onto a franchise that I care about, those games hold my attention for a session or two at best. I’ve also seen plenty of falling block style puzzles. I’ve seen game after game that is nothing more than a popular franchise slapped with something like a match three style puzzler. I’ll admit that I was a bit skeptical at first with Pocket Dungeon. While this one might not look too different from the common styles seen in a lot of places, once you start playing you can detect the differences right away. Like everyone, I’ve played puzzle games before. On top of mechanics that feel perfect is a polish by Yacht Club Games that seals the deal. The combat/puzzle solving aspect is done in a way I haven’t seen and feel will become replicated by others very soon. Shovel Knight Pocket Dungeon isn’t your average falling block puzzle game by any means. Finding something that I feel I will go back to throughout my lifetime isn’t easy. ![]() I’ve had a handful of puzzle games that have become cornerstones in my gaming life.
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