

It’s a loop that a lot of recent games have solved, and something Pocket Dungeon sometimes struggles with. But over time, it can feel like you’re stuck in the same rut of content until you make a breakthrough, or unlock something new. At first, things are really fun and crazy.

I definitely would have preferred a more structured setup, at least for the first run, for thematic and story reasons. Both in terms of its narrative framing and the mechanics, it can sometimes get too chaotic. Those scenes aren’t as much of the underlying foundation as I’d like, though. You repeat the process until the adventure mode is over. At the end of each stage, you’ll find a big key for a big door, which leads you to the next level in succession. Enemies also have a variety of different mechanics, like leaving poison when they die, or alternating reactive abilities when struck.Īdd in potions that heal your character when you take damage (and you will take damage) and key items that you can use to unlock chests for bonus effect items, and you got a split-second reaction stew going. But if you chain them and/or land the killing blow, they’ll all die in succession. If you bump up against a foe, they’ll counter-strike. Chaining is actually essential for enemies, which is where a lot of the strategy comes in. Different blocks (and enemies) can be crushed with a different amount of smashes sand will take one bump, steel will take several, and so on. Of course, there’s layers to digging everything up, puzzle style. Blocks can be “chained’ by running into groups of the same type.
