From a visual standpoint, and from reading its idea on paper, Super Dungeon Quest ($2.99) is the kind of game that appeals to me right away. It would probably appeal to most others, too. A straight-up dungeon hack & slash, with a hint of roguelike flavoring and a ton of lovely-looking sprites, several character classes to choose from, and some light RPG values that enable you to level up your stats as you go.
So why then, after playing through the game’s randomized dungeons with two (of seven) different character classes, a fireball-slinging Wizard and a melee-focused Warrior, am I left with such an empty, repetitive feeling? To understand that, you have to first recognize the gameplay for what it is; a twin-stick shooter. Sure, you don’t use the right thumbstick, but attacks can be auto-aimed and spammed repeatedly. For the range-based Heroes in particular, like the aforementioned Wizard, and the Archer, Bomber, etc., the ‘shooter’ vibe is strong. Less so for the blade-wielding types, but each character has their own special attack / move that helps offset any shortcomings based on weapons.
It’s all faster-playing than you might think, with you twin-sticking your way through hundreds of blurred baddies and collecting gold on the way to each floor’s exit. Once you’ve battled through enough villains and found the key (you don’t necessarily have to kill everyone to find it, though you should; that extra gold you’ll farm is, well, golden), it’s rinse and repeat all the way to the skill bank, which allocates your typical boosts to health, attack power, mana, luck, etc, in exchange for gold. Said upgrades are basically interchangeable between the Heroes, as you’ll only ever need increased weapon power and health to breeze through the game on its normal setting.
And oh, what a breeze it is. There’s absolutely nothing else tying you to the game, as it is minus a story, bosses, or even an excuse for all the looting. Once you’ve traversed the entirely of the dungeon (fourteen floors = forty minutes, slightly longer on Hard), the game simply returns to the title screen after tallying your stats. There’s two alternative modes to try your luck at, both wave-based, and which play exactly the same as the main game— albeit in a single arena— with you again earning gold to spend on upgrades between rounds.
With none of your progress saved upon death (it’s a roguelike, natch) or success, and no leaderboards of any kind for the arenas, it’s all rendered moot in the end. Running through the dungeons once or twice is enough to get your fill, too, as each floor and character starts to feel the same as the last, with only the cosmetic side of it changing as you advance. It plays well-enough, and certainly looks great, but Super Dungeon Quest is just empty adventuring.
This review is also featured at Indiepitome