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Endless Dungeon: What went wrong?

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2 days ago
Jan 15, 2025, 12:25:59 AM

All the games of amplitude are strategic an this is not one. DotE was great because was more a tower defense than a action game.
Action games are all over the place, to much competition. ED will never be better than Diablo or PoE.
And less if it have a vibe of looter/hero shooter that its also a saturated genre.

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2 days ago
Jan 15, 2025, 12:53:19 PM

NextDream wrote:

All the games of amplitude are strategic an this is not one. DotE was great because was more a tower defense than a action game.
Action games are all over the place, to much competition. ED will never be better than Diablo or PoE.
And less if it have a vibe of looter/hero shooter that its also a saturated genre.

I'm not so sure that it would "never be better than Diablo or PoE" because I've played other modern ARPGs that were also enjoyable.  Similarly, I've played some good twin-stick shooters that were released in recent years.  The problem is that Endless Dungeon never really tried to be either of those.  In fact, it never really tried to be anything in particular which is where the design weaknesses began to show.  DotE was at its core a tower defense game that could stand on its own (even if it would have been a little generic in that state), but it was expanded in a novel way using elements from the dungeon crawling genre.  With Endless Dungeon, they seemingly started with the idea that they wanted the core game to be co-op and twin-stick, but they also decided that they wanted it to also contain basically all of DotE's rules which resulted in two competing sets of core game rules which never meshed.  I would have been all for a more focused ARPG dungeon crawler or twin-stick shooter in the Endless universe though.


And I completely agree with your comment on the hero shooter aesthetic.  I never really liked that.

Updated 2 days ago.
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