![]() In the demonstration version, three types of turrets were unveiled: a normal turret, a jellyfish turret that delays enemies, and a turret that increases the stats of allies. Fortunately, there is a key to go directly to the crystal position, but if the enemy reaches the crystal, it means that it is dangerous if you don’t go straight to the crystal and clean it up quickly.Īs such, the arrangement of the ‘tower’, which minimizes the number of enemies in the middle path, was as important as the previous work. However, it is not like the previous arrangement of allies, and whenever the area is enlarged, the number of monsters attacking from various places in real time increases, and the area to be defended also expands, making the hands more and more busy with each wave. ▲ The moment you open the door marked in red, the wave starts, so let’s go back right away As there is a shortcut to return to the crystal as much as possible in real time, there is a shortcut to return to the crystal, so you can search more freely, and there is also the added tactical charm of luring the enemy in real time and driving them into a corner, then replacing the team members immediately and blowing them away with a wide-area plane. ![]() However, unlike the previous work, which placed the tower and team members in different positions on a turn-based base and it was impossible to block them all at once, this time it was different to fight the enemy while shooting top-down in real time. If you’ve actually played the previous work, you’re used to it, but users who haven’t done it can’t help but be embarrassed to see that it doesn’t charge even if you press the resource production button on the module. It was also a point that resource production does not occur until the door to the next section is opened. The core itself of installing several towers in advance in preparation for the enemy wave, and blocking the enemies that keep coming back and forth between the crystal vicinity and each tower, was the same. However, in the past, if enemies suddenly started rushing in the moment you lifted the crystal, this time it has changed to an enemy appearing whenever you open the door leading to the next section. As in the previous game, Dungeon of Endless, the game ends when the crystal is destroyed, so the goal is to safely move it to the space station elevator and go to the bottom floor. ![]() ※ Due to the request of the developer, on-site shooting was restricted.Įven in Endless Dungeon, an important point is the ‘tower’. After the developer briefly explained the situation that could be misunderstood as the phrase that introduced the initial direction spread, the demonstration version was released in earnest. However, just like the word ‘dungeon’, this work also changed the stage, but the key was to break through the unknown areas of the space station in a roguelike style. Like the previous work ‘Dungeon of Endless’, the setting that the spaceship was wrecked while heading to the planet Auriga was the same, but this time it was different that the space station was the stage, not the dungeon of the planet where it crashed.Īt first, it was introduced that you have to protect the crystal and block the enemies that come in like waves, so you will be reminded of the co-op defense style that you enter without prior knowledge of the series. Amplitude Studios, a well-known developer of Endless Space series, Endless Legend, and Humankind, visited Gamescom with the new ‘Endless Dungeon’.
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