Majestic snail Yes Ratalaika Games repeat the formula with a facial cleanser. We return to the medieval fantasy dungeon, first person and procedural. One More Dungeon 2 always wants you to play one more.
We open our eyes and we are in a dungeon. Are alone. A cell, come on. Our jailer (is it a snail?), opens the door saying that we must see the king. We visit the castle and His Highness gives us a task: explore the dungeons (these are the classics of medieval fantasy) and defeat the evil army… but we are human prisoners, working for slugs. Why us ? Because yes.
One more dungeon 2 it’s a Roguelite and you don’t need to think much (about the story) either.. We control a two-handed human in a world of slugs, skeletons, rats and multi-dimensional demons. The goal is to overcome all possible tests to grow, improve and continue to exceed levels until the end.
Too procedural, perhaps.
as well Roguelite. In One More Dungeon 2, levels are created procedurally. It’s quite visible in this game. Many times the creation of this world shows that it does not obey any rules
The weapons you start each round with are also random, but there isn’t much variety either. Both hands are important because not every being in this game can hold a melee weapon and a ranged weapon at the same time (that’s what a slug should do). You find new weapons that rarely outscore the one you started with, so there’s not much point in searching for new ones until the more advanced levels. A different case is that of the sticks with which you cast magic, since consume crystals of different colors and you can take turns depending on how many crystals you have at any given time.
Something we can choose before we enter one more time in the dungeon, it’s class. Depending on the class we choose, we will have certain attributes or others. But you can still equip all kinds of weapons, whether swords, shields, magic staves or bows. Our class will only influence some initial numbers and the resources we spend
Not very designed for command.
Special mention is the controls of One More Dungeon 2. It works well and jumping and sprinting work perfectly, but as first person of 2024 weakens a lot in terms of aiming movement (right stick). To begin with, you can only move left, right, up and down. It does not obey diagonal movements, even less circular movements. This makes movements abrupt and quite awkward for any accustomed player, and if you add to that a very pronounced dead center with the sensitivity at maximum, it becomes very difficult to play until you get used to it.
Some phases fall under platform jurisdiction. And that’s when this rigidity and lack of sensitivity really becomes evident. It’s impossible to get the character to be completely straight and pointing where you need it to.
Regarding the control mapping: there is no option to change the buttons of the controller and adapt it to the consumer’s taste. I’m not very picky about it and I adapt to what they give me. In many cases, this order follows a certain logic. In One More Dungeon 2, I think they didn’t take into account what many of us in first person take for granted. The placement of the controls themselves fulfills needs that elude me after hours of play, but the fact that they are not changeable is the real mistake I want to point out.
Conclusions
I had a hard time getting back into the game after the first hour. Obviously, I forced myself to be able to say something. Contrary to the negative comments that I commented in the analysis, I must say that One More Dungeon 2 fulfills its principle of Rogue-likei.e. try again and come back with another one run and with another. And notice that, even though the game doesn’t give you much to improve on (that’s why I said Roguelike even though it’s a Roguelite), you did. And each time you move forward a little further. Getting up to speed is the most important thing in this type of game and despite the initial effort, it was achieved.
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