What do you look for in a good Dungeon Crawler?

watermark

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So we're making a dungeon crawler now and should be able to post it in forums soon. As we're developing it, I would like to ask you guys what do you look for in a good dungeon crawler? What makes dungeon crawling fun for you? Lots of loot? Different monsters? Devious puzzles? Any recommended games we should look at?


Although there's many interpretations, my definition of a "Dungeon Crawler" game is a RPG focused on combat and puzzle solving with a very basic (threadbare even) story. In other words the game is not character or story driven, but rather gameplay driven.
 

Solis

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Just to make each dungeon feel different....even if it's no the environment, but the puzzles. 
 

Scythuz

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I think the best dungeon crawlers are the ones that build a tense atmosphere, I'm very biased towards the 1st person kinds as they tend to be more immersive, though the only way I know of doing this is with MGC's FPLE for Ace.  Some quick recommendations I can give you are: The Eye of the Beholder games, Legend of Grimrock for something more modern and Dungeon Hack; a dungeon generator which is also bundled with Menzoberranzan here.  It's not 1st person but I'll also throw in Subterranean Starfield as an example of the jrpg approach, it's rpg maker, free and even has project files that can be studied.


Even if you're not doing a first person perspective, these games should still help you understand what makes for a great dungeon crawler.  It mainly comes down to three things though: atmosphere, tension and rewards.  You should also have a good think about whether you want to take the rogue-like (perma-death etc) approach or not.
 

AwesomeCool

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@Scythuz - There is a better one on Petitrare somewhere for VX ace (although they ALWAYS get abandoned half-way finished, even the one for MV :( )

Someone make one and get it to 1.0 status!  I am begging you!!!!
 

Sharm

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I like it when they really sell the exploration aspect.  So, interesting visuals (doesn't have to be fancy, just interesting), things that are found or unlocked only if you go out of your way, the game not punishing you for taking your time with something, or any other thing that rewards you for really looking around, those are all things I like.


I remember buying my first Etrian Odyssey game on the spot when I found out that they made you create your own maps.  I felt like I was really exploring, and the game made it easy for me to keep track of what I learned as I did so, so it never became work instead of fun.
 

AwesomeCool

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What @Sharm and add well balanced and fun combat.


The loot means nothing if the battles are not fun and the exploration makes it exciting to explore the dungeon.
 

jonthefox

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Sine the story is thin or non-existent, the gameplay needs to be exceptional.   Combat should be fun and challenging; the difficulty curve needs to be just right.   It also helps if the aesthetic of the game is appealing to the player, but this varies from person to person.  For example, I would never play a dungeon crawler with chibi graphics and silly classes like bards and dancers...I just don't feel it for that kind of thing; but if you give me retro style graphics (like rpg maker 2k3) with a diablo ii-esque atmosphere, then I think it's really cool.   
 

watermark

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Thank you all for the advice! It was very helpful!
 

BigToastie

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Dungeon Crawlers need to be none repetitive but have a lot of replay ability, (when you 'complete' the game you get a new game+ mode or something)


Other things I like


Items with Unique properties


Rewards for exploring the wrong ways (chests and additional loot)


If you are going for huge floors of dungeons, random NPCs that sell you potions etc (or even special items)


Monsters with actual skills rather then "attack attack attack"


(Sub)Bosses which need strategy to kill rather then tank the damage and slap them till they die


Hope this helped :)
 

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