


Otherwise, every room looked up to par and the squares on the ground to build turrets were distinguished enough to see. There was only one level in the Procedural Factory that seemed like the level was not fully completed as a certain part looked like I should not have been able to walk over it. It was like peering down a peephole filled with a beautiful chasm of lush green forests and waterfalls.
ENDLESS DUNGEON GAMEPLAY GENERATOR
The level design of the random map generator in each run was stunning with many rooms having holes and added a third dimension to the game. Spock and Prudent explained how craftable cocktails would be an important aspect of going into runs because they would grant players buffs for the party prior to the run-so the reason was justified as it was a feature still in development.
ENDLESS DUNGEON GAMEPLAY FULL
I was only allowed 24 hours with this Open Dev build, but I found myself glued to this game for hours.Īt first, I was disappointed with the lack of available roguelike elements that would have come with rewards from dying, but the developers mentioned they would be available in the full game. I was a bit lost with how the resource generating worked in terms of the long game strategy but eventually learned the tricks of the trade. Opening more doors helped generate these resources but also opened more paths for potential enemy spawns. For players experienced with DOTE, the resources stayed the same with Science, Industry and Food being primary-and Dust and Medikits were secondary resources. The standard gameplay was simple enough: explore by opening doors to find the path to the level exit or checkpoint, resources or equipment prepare for monster mobs by building turrets in available slots and protecting the Crystal Bot by all means (otherwise, it was game over). Having both DPS heroes, Zed and Blaze together could have worked, but I thought it was tough to manage without someone tanking the damage or providing supportive slows against enemies. After multiple tries, I found Zed and Bunker, or Blaze and Bunker to be the most well-rounded compositions. I thought these three heroes were a great start to experiment with different team compositions because they each synergized in several ways.Īs with most RPG/strategy games like World of Warcraft or League of Legends, high damage and tanky characters tend to be a nice balance. The intended run for the full game is to have three members before entering the dungeon, but this build only allowed me to select two-also, I had to control both since I was playing solo. I was able to find out more about the game that was not covered in the other portions of the event, and then, I had the special opportunity to sit down with the Chief Creative Officer and Studio Head, Romain de Waubert, and the Creative Director, Jean-Maxime Moris, to discuss where this game fits in the Endless universe and what it means for the future. The team at Amplitude Studios and Sega were thrilled to show off this ambitious adventure back into the space dungeon world that evolved in all aspects.Īfter the presentation and live digital hands-on event, I was able to take part in a group Q&A session with Endless Dungeon’s Narrative Director, Jeff Spock, and Lead Game Designer, Arthur Prudent. CGMagazine was invited to explore the world and experience the gameplay of Endless Dungeon’s Open Dev preview-a spiritual successor to DOTE. The creators of great 4X games like Humankind and the innovative roguelike RPG, tower-defense game, Dungeon of the Endless (DOTE) introduced their latest, exhilarating project.
