Dungeon No Dungeon is a turn-based roguelike game with a unique hand-drawn art style, with a strategy system based around body parts that you’ve likely never encountered before. In Dungeon No Dungeon, the focus is on the different results caused by the decisions you make on different body parts. We aim to integrate more fun possibilities and content within our game. Each body part has its own unique functions and dodges chances. For example: If their limbs (i.e. arms or legs) are severed in battle, any skills that use the limb can no longer be used. And if an adventurer’s armor is destroyed, they’ll be left bare (each state with its own corresponding art assets).
Depending on the character, each one also has its own protective armor of various types that reduces various damage types.
All kinds of strange and weird creatures exist in the world of Dungeon No Dungeon. Some unusual races or species that are often side characters or NPCs are now characters that the player can select and control themselves. Attributes do not increase upon leveling up, but you do get to influence them through a range of different events. No matter what kind of character you control, it’s down to you how you develop their build. Characters have 20 levels and start with one set skill (at Lv.1). After leveling up, they have a chance to roll for a skill, selecting 1 from 3 possible skills as a reward. Each character has around 20 possible skills. After Lv.10, they can gain new skills through random events. Over 100 kinds of trinkets provide players with even more options for character development. Along with this, there are also 100 traits to combine with each different character.
Dungeon No Dungeon is a turn-based roguelike game with a unique hand-drawn art style, with a strategy system based around body parts that you’ve likely never encountered before. Building on its individual art style and strategy system, the company worked in roguelike elements and all sorts of weird and wonderful random encounters, not to mention the Lovecraftian elements to ramp up the thrill. The game is 3-man (now) dev team’s maiden voyage into the world of game development. Aside from this, the game was first conceptualized as a board game. As time went on, we fell in love with the idea of creating a video game of our own, and so decided to make it into the Dungeon No Dungeon of today.
Almost 100 random events can be triggered during expeditions, based solely on luck. Different events present different choices, random and uncertain paths, and completely unpredictable results! There are a lot of random elements in the game that allow the player to adopt a variety of constantly-shifting tactics and strategies. The player can enjoy maps with different terrains, different types of enemies, the butterfly effect of action and consequently set off by different events and puzzles, random mini-games, varying difficulty levels, equipment, items, skills, and traits, etc. Players have a chance to encounter Invasion Events from other players. In these, you’ll face off against them, and earn extra rewards if you win. During expeditions, characters enter ‘rooms’ containing random events, battles, resting areas, shops, etc. Room locations and routes are all randomly generated in each expedition, so each one provides something new. Which room you’ll travel to is decided by the roll of the dice, while you actively decide which way to go when you reach a fork in the road.