Dig to Destiny with Dungeon Developer
There is a big and nasty red dragon hiding well underneath the town and it is up to you to get rid of it. This does not necessarily mean that you will need to take up a sword and slash your way down, but you will be in charge of managing explorers, heroes and other intrepid adventurers as they siege their way through bats, skeletons, vampires, abominations and other underworldly horrors in hopes of fulfilling the quest.
Yep, your job is to manage –telling these fighters where to go, when to charge in and strategically, when to pull back. Aside from giving out instructions, you will also be deciding on how the dungeons below will be made. Sure there are already monsters underneath, but without proper passageways, you heroes might as well be stabbing at the soil beneath their feet.
Yep, this is dungeon exploration game where you do not really get to do much exploration (well, technically anyway, you do get to manually control an adventurer once you finish the main story mode). You will need to lay down passageways that will point out the way. If you need to be a little more detailed with your directions, you can place some gold markers that will force the troops to move in specific directions –this is pretty vital if you want them to avoid encountering traps or certain monsters. The goal of the game is to connect the entrance of a dungeon to a designated exit which leads to a lower dungeon floor –keep doing this 14 times over and you will eventually reach the fifteenth level beneath the town, which is where the red dragon nests. Have your champions kill the dragon and you will win the game. It all sounds simple enough, and you also get to do a bit of inventory management or your troops as well. But you also have to remember that all your fighters start out at level zero, and if any of them die, you cannot revive them (though they will be replaced by a new level zero adventurer. Lastly, the game also adds a time constraint for completionists; you can choose to finish the game for as long as you want, but if you want a high rating, then you will need to kill the dragon by the 25th day in order to get the platinum rating.
Preparing the Dungeon
Your main interaction with the game is laying down paths for the dungeon. Basically, these paths are the only areas that your soldiers can pass through. Without these paths, your soldiers will go nowhere. The second thing you can place are gold direction markers. These act like one way tollgates that help direct the flow of traffic through a corridor. It will cost you 1 gold coin each time a unit passes through, but at least you get the satisfaction of seeing them go in the right way.
Understanding troop movement is an important aspect of the game. Basically, these adventurers, for lack of a better term, are all numbskulls. They go straight, mostly, and will not normally take side routes. This means that if you have a dead end straight ahead and a treasure chest on the right path, they are more likely to go straight, bump into the wall, and run all the way back to the start, turn around and head towards the dead end again. They will keep doing this redundant back and forth movement for a while before they even try taking the right path. Regardless of the troop’s class and level, their behavior is mostly like this. The best way is to come up with long winding yet single direction passages. If you really cannot avoid it, then it becomes the time to lay down a few gold direction markers on the tiles.
Note that you cannot place a gold direction marker on an object in the field. That means that if there is a monster, a gem, treasure, potion or blue portal on the floor, you cannot place a gold marker on it. That being said, you can use gold markers in places where you simply cannot wall in your troops. It does get pretty expensive if you have plenty of units passing through often enough, but in the long run, in saves you more time and resources.
Know the Depths with Proper Exploration Techniques
After you have prepped your dungeons for exploration, it is time to actually send your units in to do some leg work. The large start button toggle on the lower left of the screen starts the raid. Once the raid begins, you will have no control over your troops, they will charge in at will and go their own way –hopefully, the layout you created will have been enough to have them go through the dungeon efficiently and safely. If at any time you feel that a unit is in grave danger and you do not want that unit to die –or your entire party is stuck in a dungeon part with nothing do except wasting your time running around empty hallways, you can press the stop button. Pressing it will magically teleport everyone back to the safety of the town. Doing this however ends the raid for the day. The raid also ends once all units have made it back to town on their own.
Units will go back up to town if there is no gold on their current dungeon level and they reach the exit. Another factor to go home is when the next accessible dungeon is over 2 floors deeper than their current character level. Lastly, a character goes home if they step on a blue portal while their HP is less then half.
Beneath the earth, you will find good things and bad things awaiting your soldiers, and it is up to you to direct them to enough of the bad things and most of the good things in order to progress properly. For bad things, you mostly have your typical assortment of monsters and dungeon traps. Traps can be disarmed by rogues or depending on how you build the dungeon, avoided completely. Monsters on the other hand, require a more strategic planning. You can choose to avoid them, but you also stand to gain plenty by having your troops fight them –since defeating monsters awards both gold and more importantly, experience points that help increase the performance of the adventurers.
Killing monsters for experience points is a big deal, and also, it is important for multiple party members to converge on a single monster –this lowers the chances of any of them suffering a serious injury from the fight and also ensures that everyone gets a share of the experience points gained. It is unavoidable that some party members will gain levels faster than others, but it is important to keep the levels within a range of at most, 2 levels apart –this is because adventurers will not venture into dungeon levels that are 2 levels lower or higher than their current level –which means that you could eventually have your party split between dungeon levels if their current stats are not matched up properly.
Traps are basically items to avoid –unless you have a rogue leading the way (and that is not always so), the rogue can disarm the traps as long as he goes over first. Anyone else will just trigger the mechanism and suffer a bit of damage. For the most part, you really should avoid running into traps. In the later levels, expect to find traps placed at very inconvenient locations, so try to have your troops go over it then over to a nearby potion for a quick health refill.
Gems and treasure chests are important items to get –gems will increase the amount of gold in your stash –which is a big help at any point in the game. The chests will always hold magical items that can be equipped. These items will provide a variety of bonuses to your party, from attack modifiers, defense boosters, increasing gold gain and other beneficial status. You can sell and equip new items on your troops when you are the town screen (dungeon floor zero), and as long as you have already opened up the item shop -which happens when you clear the second floor of the dungeon.
As we mentioned above, potion bottles will refill the health of an adventure by a small amount –which is really helpful if they have just stepped over a trap or have just had a fight with an enemy. Try to direct the path to go over an enemy before getting the potion, using a n HP refill on a character with full health is a waste of resources. This will not matter so much on the earlier floors, but the closer you get to the dragon, this becomes something important for players to keep note of. Also, you may also find experience books. These provide bonus exp to any character that picks it up. They are usually easy to get and provide a semi decent amount of exp to the one that did.
Blue portals will teleport any party member with less than 50% health back into town –this is both a positive and a negative thing. If you are simply making your troops explore and gain levels in higher difficulty floors, then this is a great lifesaver if they just had a critical battle and will not be able to fight another enemy. On the other hand, you could end up sending a high leveled character home early just because his health is midway –which is a waste if the character is about to get a health pickup, level up (which refills the HP bar), or has an equipment that restores HP. This means that depending on your purpose, you will have to re-route your dungeon paths to either pass or not pass a blue portal. The important thing is to make sure that the portal works to your advantage and not otherwise.