Dungeon Developer Defense

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.

Managing What?

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.

Inventory Management

The items that can be equipped in Dungeon Developer vary vastly in terms of form –but when it comes to function, one can easily segregate the various things. First things first, players should know that magical items are not sorted by what they are, but what they do. It does not matter if the item is an amulet, a wrist guard, a piece of armor or a type of blade, these little factors do not factor in since you can equip anything on anyone. There are no limits to the job class or character level when it comes to equipping an item, as long as you have a free slot, you can equip something.

Bonus to Damage – there are two kinds of damage bonuses, one attacks raw attack damage, the other increases the overall percentage of your attack. For the most part, the ones that add raw attack tend to have the highest ratings –since they can add anywhere from +3 to +15 to your attack. As opposed to percentage, those numbers are pretty high, At a normal 20 attack, you can get an additional 1 damage for a 5% damage bonus, at 10% you will get +2. The only way you get anything higher is with a +25% attack which nets you a +4. The only exception here is with the barbarian –who tends to have high base attack powers. At 30 damage, a bonus of 25% will add a solid 7 points of damage –and you can expect that raise up even higher as the levels go further up.

Damage versus Undead – there are plenty of undead creatures in the game, such as zombies, skeletons and vampires, but ultimately, a bonus attack for undead creatures tends to be very specific and all too limiting. Try getting more well rounded bonuses that add to your overall defense instead. The only time not to shy away from this bonus is when it is the only thing available to your character or if you simply have picked it up from a dungeon.

Bonus to Magic Damage – this is a really cool ability, though it can only be used by a mage or a cleric (apparently), it adds a pretty decent amount of damage to magic based attacks. Since these are the only bonuses that give anything of worth to your casters, set them aside exclusively for mages and clerics.

Replenish Health When HP is below 33% - this is a very useful item, basically, it grants any character a quick health refill if they are damaged badly. At 33% health, a unit is wounded enough for you to consider hitting the stop-raid button and sending them back to the safety of town. This little item save you from that worry –initially at least; the effect seems to work at least once per raid, and you have to keep an eye out to know if the character has needed to use the ability or not. Another variant of this is the belt of resurrection, which restores a character to full health with the HP hits 0%.

Bonus Gold Gain – now here is a great all around effect: earning more gold per kill. You will want to equip this on your barbarian or other high level units, the higher level monsters they defeat, the more gold bonuses you can get. These items only lose value near the end of the game when you are already prepping up to kill the dragon. By that point, you will want to use items that improve battle performance over increasing the rewards gained in the fight. For the rest of the game however, having a gold boost is plenty useful. Also, it is possible to get a 100% multiplier to gold earning per kill, allowing you to literally earn twice as much as you normally would.

Bonus to Critical Hit – this is most useful for two classes –rogues, which already have high critical rates (and thus become nearly consistent critical damage attackers) and also, on barbarians. Since barbarians already have high damage ratings, adding a critical multiplier gives them a chance to kill enemies with just one quick hit.

Bonus to Max HP/LEVEL – one of our favorite abilities to give to the already tough paladin: more HP. This provides any unit with a nice addition to their maximum HP, allowing them to take more punishment before they have to be sent back. Sadly, paladins seem to be the only class that truly gets the most out of the bonus. In any case, if you have a pally in your party and you want to make it really tough at levels over 15? Then this is the item ability you should be setting aside for it.

Damage Reduction Bonus – the last bonus item ability here is the damage reduction, which literally takes away a percentage or a certain amount of damage from the character. Again, the set values are better than the percentages at the start of the game, but as the enemies grow stronger faster, the percentage bonus becomes more important midway through the game.