This site provides you with an overview of the background settings and gameplay analysis of Endless Dungeon. Recently, many players have been troubled by this problem. Without strategy guidance, it does take a lot of time to explore on your own. The game has recently added a lot of new content, and the gameplay has been completely upgraded, giving players a new gaming experience that is enough to keep players exploring for a while.
Regarding the recently released game "Endless Dungeon", many friends may have a sense of déjà vu. The reason is that the English name is ENDLESS™ Dungeon vs Dungeon of the ENDLESS - yes, as early as 2014, Amplitude Studios developed a game called The game "Dungeon of the ENDLESS".
Dungeon of endless is a small-level game in the endless world view of Amplitude Studios (Endless Space & 2, Endless Legend, Endless Dungeon). This studio is a company that specializes in 4X strategy games. Except for this game, the rest Three of them are 4X strategies with more characteristics: Endless Space (a space strategy that complements the strengths and weaknesses of the stars), and Endless Legend (a 4X strategy that adds more role-playing factors).
It is said to be an endless world view. In fact, except for the setting of a spaceship crashing at the beginning, this game has little to do with the world view setting of the Endless series. This is a hard-core meat pigeon exploration + tower defense game where men will go to the X level. —The previous game "Dungeon of the ENDLESS" is a randomly generated 13-level clearance, and the new "Endless Dungeon" is a 3+1 area clearance (but the first 3 areas each have 3 types of levels, and each level will contain several levels. area).
So what is the basic gameplay of the new game 9 years later? Compared with the previous game, apart from the change in level mode, what other changes are there?
"Endless Dungeon" is quite different from conventional tower defense or meat pigeon games - our goal is to protect the robot crystal and continue to explore deeply until the next level, and then it will be eroded by various evil creatures. If you open a door in a space, behind it may be a module base (increasing the resource gain every time you open the door), treasure chests, shops, pharmacies, and tower defense R&D centers, but it may also be a lair where enemies are generated.
The enemy lair will spawn monsters with any "meaningful" behavior: including opening a certain number of doors - the exploration status slowly changes from safe to dangerous to indicate that monsters are about to spawn; research new turrets in the Tower Defense R&D Center ——In the beginning, there were only flat-fire turrets. More turrets including flame towers, flame coiling snake towers, electric ball towers, death ray towers and other output turrets and auxiliary towers such as critical strike amplification and armor need to be researched and obtained (after research and development, they will be available in This round will continue to take effect); the crystal is connected to the core - usually the previously closed door will be opened; the crystal goes to the exit, or the crystal obtains crystal fragments and other actions that cause movement - this is amazing and will bring If you continue to attack, the more strange spots you have "discovered" at this time, the greater the pressure will be.
To sum up, players can understand the game rules of this game like this:
The gameplay of the game can be considered to be real-time, but in terms of resource acquisition, there is a "turn-based" setting, that is, a new round is opened every time the door is opened. The change of the round mainly affects the acquisition of technology, engineering and food resources. This turn-based setting determines that the acquisition of resources in each level is limited, requiring more reasonable planning.
Some rooms in the area are initially in a dim state and require dust resources to be lit. At this time, a "power outage" event will sometimes be triggered - in general, strong light is beneficial to players, and some rooms with strong light are also harmful to enemies. Causes a burning effect; weak light is beneficial to the enemy. Towers cannot be built in a completely dark room and the enemy may obtain various BUFFs.
Lighting has two functions:
(1) The lit room can cancel the BUFF effect of monsters! For example, 25 blood is returned per second - of course you can also use 1 stardust to turn off this function when using an item that achieves this effect.
(2) The room will be functional only after it is lit: you can build a tower or interact with other functional facilities
Engineering point:
The number of points displayed on the panel is the current value, and the + Used to build turrets.
Technology points:
The number of points displayed on the panel is the current value, and the +X behind it is the value obtained each round. The main way is to open the door to obtain it. The way to increase the amount obtained each round is to create technology modules. Used in researching new turrets.
Food points:
The number of points displayed on the panel is the current value, and the +X behind it is the value obtained each round. The main way is to open the door to obtain it. The way to increase the amount obtained each round is to create food modules. Used to heal, recruit and upgrade crew members
Stardust Point:
Used to increase the number of rooms that can be lit or to eliminate the BUFF effect of enemies at the device. The value on the panel is the current number of Stardust points. The main way to obtain them is to randomly obtain them from the room inside the door. It is worth noting that unlike food engineering technology points, stardust points cannot be generated every round.
The module must be built on a base (a large ring, generally speaking, most rooms will have an empty slot except for artifact bases and merchant rooms). The construction of the first module costs 10 engineering points, and every additional module thereafter The engineering point cost of a module increases by 10. The main function of the module is to increase the resources provided each round, but be careful that the module will lose HP when attacked, and cannot be repaired after being destroyed.
Defense towers must be built on small bases, and there must be at least two small bases in each room. The HP lost by defense towers due to attacks can be repaired using "collision", and all defense towers will be repaired automatically after a wave of enemy attacks.
In addition, unlike the cumulative construction penalty of the module, building multiple defense towers does not increase the construction cost.
Defense towers will not provide resources, but they will play a role by attacking enemies, increasing defense, providing treatment and assistance. In this game, compared to the previous game, the turret is upgraded after the research facility is upgraded, instead it is after killing a certain number of enemies. upgrade.
2014's "Dungeon of the ENDLESS" is more of a pure strategy game. We need to protect the core all the way to the exit, but apart from controlling actions and using skills, the hero basically has no room for more operations. But relatively speaking, our goal is more focused, which is to first find out the route forward and arrange the layout. Build a good turret, and then move the core to the exit - yes, the core of the previous game "Dungeon of the ENDLESS" was moved by yourself.
After moving the crystal:
(1) All monster spawning points will start spawning monsters continuously.
(2) All passive skills related to killing enemies are invalid (such as killing enemies to obtain food, obtaining dust, etc.)
(3) All action-related active skills are invalid (such as invisibility)
(4) The speed of the hero carrying the crystal will be greatly reduced, he will no longer be able to attack or use skills, and he will not be able to put the crystal down midway.
(5) No more blood regeneration after battle (because the battle will not end)
Well, the new game "Endless Dungeon" first greatly increases the real-time nature of the game - we can control the heroes to move at will, and use a "Diablo" style top-down perspective to complete using various firearms to attack beasts and the opposite sex. A game with various robot enemies.
It may be part of the cost of real-time performance, that is, the attributes of the hero have been simplified from the 5 in the previous game to 3 types: attack, toughness (blood volume) and support (the speed of returning blood to the tower). The support is as high as that of the initial cleaner. The primary tower can be fully restored in one go. The one-eyed girl has neither toughness nor support but violent output. Then if you are knocked down, your teammates can help you up. There is no need to go downstairs and forget about a hero, which will lead to the courageous hero behind.
For the sake of the player's freedom of operation, it is obvious that the player cannot be allowed to move the core slowly and turn into a small spider robot to complete the transportation. Of course - once there is any action, including connecting the core point, obtaining upgrade crystals, etc., it will be Incurring a swarm of enemies and siege.
In addition, because of this increase in real-time, "Endless Dungeon" has also deliberately designed many scenarios that "cannot take into account both the beginning and the end". For example, our modules for producing resources are often located in various corners of the map, deviating from the scope of the crystal's activities. How do we want to obtain them? We need more resources to protect the module as long as possible, so what should we do if an enemy attacks the crystal at the same time?
The answer is that we can use alt to quickly teleport back to the crystal - mastering this skill flexibly is very important for the smooth progress of the game. Of course, you can also order a team member to stay next to the crystal in single-player mode, or in multiplayer mode Let your teammates act separately with you - however, unity is strength. If you give full play to your mobility advantage, it will be easier to pass the level.
Compared with the previous game where you need to light the lamp all the way from the crystal to the exit, "Endless Dungeon" does not need to light the lamp all the way - but stardust has become a rare resource in this game, which is quite difficult to obtain and cannot be obtained stably. Here I recommend that unless necessary ( For example, in areas where crystals will pass by and will be besieged) try not to turn on the lights, and it may be more appropriate to turn off the enemy's BUFF.
Finally, compared to the previous game, "Endless Dungeon" also has the part of shooting and exploding big monsters. The giant insect mother underground will spit out a large area. In the second stage, there will be large-scale falling rocks. At the same time, there will be several waves of continuous attacks by miscellaneous soldiers. However, As long as you maintain the rhythm of ALT's return to the city, there will be little pressure to deal with it.
The current situation of "Endless Dungeon" in the Steam review area is not good, but most of the negative reviews come from big problems with the online logic - everyone's weapon level is limited by the host, and the resource sharing setting is even more To your death, you will never know if the resources you have worked so hard to save have been randomly created by your teammates.
In addition, the "in-game development" of the game is quite unintuitive. Growth is mainly reflected in the outside world by repeatedly picking up trash and inserting chips into the characters. This undoubtedly makes the positive feedback from players, especially the positive feedback online, very bad.
However, in terms of game logic, the foundation of the previous game is already quite interesting. In this game, because the hometown needs to be moved multiple times, it is more difficult to use and plan the map, but it is also more fun to think about, and the real-time combat is more With the high operating limit, I think if some numerical balancing is done, it will be a better game than the previous game.
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