
Turn-based roguelike meets arcade death-sport, where every dungeon is a unique gauntlet of brutal challenges. Can you survive the trials of Dungeon Deathball and win back your freedom?
They've been imprisoned for as long as they can remember. Now their only chance of freedom is to survive a series of barbaric trials for the entertainment of bloodthirsty hordes. Win the game and your team will be released, but be warned: the penalty for failure is death.


Ми надішлемо сповіщення у дзвіночок, щойно знижка на гру досягне обраного порогу
Зведені дані з відкритих реєстрів Steam, Valve Steam Deck, ProtonDB, PCGamingWiki та IGDB.
| Мова | Інтерфейс | Озвучка | Субтитри |
|---|---|---|---|
| Англійська (English) |
Офіційні мінімальні та рекомендовані конфігурації обладнання.
Пряме вивантаження найкорисніших оглядів із відкритого реєстру Steam із підтвердженим награним часом.
This is a lovely game! The gameplay is reminiscent of Into the Breach - a series of short tactical encounters, with a chance to power up your athletes between each round. The bare minimum to pass a level is to get one of your two players over the finish line. Bonus points if you can collect the gems and bring the ball with you AND do it in as few turns as possible. You can use a "hard ball" to boost your score - these are a fun wrinkle that stops you from being able to rinse and repeat each level with the same strong strategy. Very recommended!
Deadly and fun! Getting to the touchdown line can be tricky but unlike other puzzle-like games, you have a wide array of options to succeed (survive really). Level up your team of two and unlock new teams and options for a real replay value. A gory thumb up!
Intro I'm not here to show my gratitude for the free key I got through the Curator Connect. I'm an ungrateful wretch! More so, like a nasty pooch that I am, I was looking for a reason to sink my teeth in the game's ankle just to get rid of that rabid feeling of phantom obligation. I didn't find any, okay? Yet, I can't say this whole thing doesn't give birth to some unconscious bias, positive or negative, one might not even realize is there. Whatever, it's unavoidable. Just keep this in mind when assessing the game as a purchase. Rules I haven't played anything else from Matt Glanville yet, but it seems that he gravitates towards highly conceptual, byte-sized games with delightful lo-fi music. The premise is as follows: some dude straight from "Mars Attacks!" captures humans and makes them his cute minions' playthings. With your help, separated into unlockable two-man teams with slightly
Quick note: My actual playtime at the time of writing this is closer to 8-10 hours, as I've been playing it since the first public demo on itch, months before Early Access release. Dungeon Deathball is a compact, turn-based strategy game, in part inspired by Into the Breach - it shows you exactly what enemies are going to do next turn and also allows you to turn them against each other by pushing them around. Unlike ItB, it's a very easy game to pick up and play a quick round or two while on a short break. Over the course of multiple stages, your goal is to stay alive, cross the finish line, and, eventually, escape your slavers. You get rewarded with more points if you cross the finish line with the ball in your hands and also if you manage it in a certain amount of turns. This is cleverly counter-balanced with the recruitment system, which allows you, after losing one of your heroes i
Refunded after an hour. While it has some good qualities, Dungeon Deathball really just plays like the poor mans Into the Breach. Worse pixel art, worse music and sounds (they are actually pretty bad IMO), less strategical depth and less interesting gameplay and basically no story. The "Customise your team!" part of the store page also felt a bit grandiose, it's actually a two player team that is completely and utterly random in both appearance and skills until you play the game enough to at least unlock special, pre-selected pairs. Even then, these are nowhere near the complexity or uniqueness of the squads in Into the Breach, the difference is a single perk on each player. As far as I know, you never an influence over the names or appearance of your players. The gameplay is okay for a while, but got old for me pretty quickly. The stage is small and while there is some enemy variety
So far this is very, very good. Your first team, Team Hodgepodge, are just two basic 'runners' with the ability to move, pass and shoot. You've got a couple of action points each and stamina, but no health, so one tap and your wannabe-free prisoners will die. The goal is simple: get to the touchdown line, ideally with the ball in hand, or even better: collecting the gems along the way and touching down under par. Higher scores mean higher rewards which you can use to upgrade your players. Win enough times and your players will earn their freedom out of the Dungeon Deathball pit. The problem is all the beasties and hazards in your way. A large part of the game's appeal is seeing gaps or opportunities when you're in a tight spot and taking advantage of them. Sometimes that's threading the ball through a wall of death or punching a big creature into the charge attack of another then watchin
Структуровані обговорення, верифіковані розробники та досвід гравців без хаосу чатів


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