August 21, 2012

Double Dungeons - End Game

Slog, slog, slog.  By the gods, what a slog.  If all the games in the gauntlet were like this one, I would have reformatted myself a long time ago.  The later dungeons just got bigger and bigger with piles of dead ends throughout each huge maze.  For the majority of the levels, no mapping was needed as the 'keep right' and 'keep left' approach worked for the most part.  For the final few levels, a detailed mapping attempt was made but was ultimately far too slow and boring.  Instead, a more generalized map was created showing the major routes through each subarea of the level.  This still resulted in getting lost a lot of the time but that didn't matter because it's all grinding anyhow.  By the time the dungeon boss was reached, Shen was overpowered and had no problems in dispatching it.

Insults lose their potency when
you only hit for 1 HP, Tiamat.

New monsters and items are available as the levels progress but it's hard to tell how effective new weapons and armour are in combat.  I generally went with whatever sounded the coolest or gave preference to the items found in chests as opposed to store-bought.  Overall, levels seemed to play a bigger role in combat than equipment.  The new monsters at least broke up the monotony and a few even caused me to quizzically raise a virtual eyebrow.

It's never explained why
the chair is on the ceiling.

My favourite monster, though, has to be the invisible man.  Of course, it functions no differently than any other monster; one can "see" it as they approach.  Whatsamatta graphic designers?  Couldn't manage to crank out a couch or perhaps a lamp (who doesn't love lamp)?

That word invisible... I do not think
it means what you think it means.

Well, the only screenshots I have are of monsters and bosses (cause that's all there is) so here's a double whammy of the best of the best from both types.

The final dungeon is, of course, more of the same wandering and fighting and wandering and fighting and even more wandering until a Zen-like state is reached.  Fuzzy minutes stretch into hazy hours and the background music continues to play even after the session has ended.  The compulsion to take every available left turn I see has made it impossible for me to leave the block of my neighbourhood.  When the final tally of hours spent playing this shortcut to Nirvana came in, I was flabbergasted to find that it equalled the time spent on Quest of the Avatar.  Complete breakdown of perception of time.  Double Dungeons has absolutely none of the epicness that QotA has.

Oh alright, they both
have solid storylines.

"Vandess" fell faster than a stack of dominoes as Shen unleashed all his special items at him.  One item allowed for a critical hit every round and had enough charges to be used every round.  Butter meet hot knife.

Come back after completing
20+ dungeons and THEN
you can talk shit.

Shen then "gets a rich reward and lives on happily".  I'll happily move onwards to the next game, thanks.  One last note to those who are wondering what the star and moon symbols in the character sheet are for.  It could have been something interesting but they're just items you can sell for a meager amount of gold (I never bothered to sell any).