![]() ![]() I do understand that this game is something of a parody of the genre, and I want to cut it some slack for letting me down on what I would consider the traditional aspects of the genre, but it just doesn’t pick it up elsewhere. With raids on your tower targeting different rooms each time around, you can’t really put much thought into making a meaningful path for adventurers, and with your own staff walking the same corridors and susceptible to the same traps, you aren’t really encouraged to rig much up either. I want to craft something fun and watch people come and get stomped down at varying points, letting me tweak and evolve. ![]() I want to build mazes, have rooms with set enemies, boss battles. ![]() This entirely removes any idea of planning you could have put into an effective design. Instead they can crop up at any number of doorways in your dungeon, and sometimes just appear out of nowhere. To start, while your dungeon does have a set entrance point, there’s no actual guarantee adventurers will use it. When it comes to building the dungeon itself, it really feels like there’s a lot missing for what I would consider to be satisfying. I have a fundamental feeling that there should be more to this and that I’m playing it wrong, but with the game constantly rewarding my actions I’m left with mixed messages. I learned quite early on that you can just max these out quickly by placing wall decorations all the way around the room, and that was that. While the Tripe Adviser score is a nice idea, it really does nothing more than the prestige system associated with other rooms in the tower, with it being increased by placing decorations down. Ignore the floating minions, my tavern is huge! ![]() With how big a part it ended up playing in the success of my dungeon, I really would’ve liked to see more depth in this area of the game. As time went on though, I noticed it to be my primary source of revenue, seeing me pivot to having almost the entirety of my dungeon’s first floor be a tavern to hold and serve as many customers as possible. With its own set of costs and an amusingly-named Tripe Adviser rating to maintain, there are the makings of a really fun subset of the larger game here. I do think this is a really neat concept as a means of dividing your attention and giving you a way to recover should the worst happen and your treasures be plundered. Unlike other dungeons, Naheulbeuk manages to get a stable stream of income not just from defeating adventurers that wander in, but from a slightly more healthy tavern that’s accessible to the general public. Your goal? To get this dungeon off the ground and on the map, and you’ve surely got a long way to go. With just a small tavern, a kitchen, and a dungeon master to please, you enter the tower as the unemployed half-goblin Reivax to get things moving. Serving as a tutorial on how to play as well as a brief storyline, the campaign is the natural way to jump into the game. With a comedic cast and a satirical take on the genre, how does Naheulbeuk stack up against the rest? Welcome to the Dungeon Setting itself up as a prequel, it tasks you with building the twice-titular dungeon as the steward to an incompetent dungeon master. The setting of Naheulbeuk’s Dungeon Master may be a familiar one if you’ve played the game before it, the aptly titled Dungeon of Naheulbeuk. ![]()
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