![]() ![]() I suppose I should pause for a minute to describe how the whole dungeon making process actually works. Sure, you can only head down once per day, but there's more than enough stuff made available a few hours into the game to make sure each trip is at least productive. Though it certainly will take some time - upwards of an hour, it seemed at first - to get the ball rolling, by the time you've delved deep enough into your dungeon you'll have multiple floors, quest items and improvements to make with each trip. These random little quests are a perfect example of why the first Dungeon Maker game worked - there's almost no shortage of stuff to do with every daily trip down into your monster-friendly abode. The actual story itself is largely inconsequential your named character wants to take down the Revenger, and the townspeople are mostly there to help you reach that end, though they'll often ask you to hunt down some hunks of meat or bits of smithing to build new weapons and armor.ĭamage rules. And so, a bespectacled dungeon maker (that's you) arrives in a quaint little town at the epicenter of the old conflict, arriving just in time to save everyone by tunneling into the earth to create an inviting series of twisty little corridors to trap monsters inside. Flash forward about 700 centuries and a demon, appropriately dubbed "Revenger" is looking to spark another celestial battle royale. Not only did it hammer home the fact that the gods were pretty friggin' powerful, it necessitated peace talks between the two to avoid monsters and those little pesky human guys scurrying around from being completely wiped out. They're doing this, the introductory storyline roll explains, because 70,000 years ago, a truce between the gods and the demons was formed after the gods basically dropped a couple mountains on top of the demons to stop them from tunneling down from the mortal plane to their native homeworld. Cruel, yes, but necessary when monsters are roaming the land. and then hack away at them and keep the odd fang or fur for yourself. Instead, just about everything in the game is a slow burn, meant to incorporate more and more rules and bits of advice as you slowly start piecing together your labyrinthine hallways in an effort to create a nice, warm, loving home for all manner of monster. Most of this comes from the fact that Dungeon Maker II is not the typical pick-up-and-play experience we've been led to assume is the goal of most PSP developers. ![]()
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