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* HubLevel: The village, also known as Floor 0. There are no enemies here, and pretty much every helpful resource and shop (except the jeweler and gun shop) can be found here. It is also the only floor with the Academy event, which you must deploy new parties from in case you lose or abandon your current party. Once you get far enough in the dungeon, you can also use Two-Way Teleporters to link the village to deeper parts of the dungeon as a form of checkpoint system.
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** Since one of the requirements for you to add a character to your party is to be standing on the exact same tile as that character, the known exact addresses of every non-wandering character are always listed in the Composition menu. Discovering a Wanderer also adds that character's address to the menu in case you don't have room for them and need to drop a party member to pick them up.

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** Since one of the requirements for you to add a character to your party is to be standing on the exact same tile as that character, the known exact addresses of every non-wandering character are always listed in the Composition menu. Discovering a Wanderer also adds that character's address to the menu in case you don't have room for them and need to drop a party member to pick them up. This is also helpful for curing petrified allies, as Gorgon Shrines require you to designate the exact tile where the petrified character is located.
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* BreakableEquipment: Equipment itself is not breakable by normal means, but a few enemy skills have a chance to destroy your equipment, rendering a character far weaker and more susceptible to getting killed. You can get a skill that gives you immunity against this.

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* BreakableEquipment: BreakableWeapons: Equipment itself is not breakable by normal means, but a few enemy skills have a chance to destroy your equipment, equipment if they connect, rendering a character far weaker and more susceptible to getting killed. You can get a skill that gives you immunity against this.

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* BreakableEquipment: Equipment itself is not breakable by normal means, but a few enemy skills have a chance to destroy your equipment, rendering a character far weaker and more susceptible to getting killed. You can get a skill that gives you immunity against this.



* ExcusePlot: A weird trope for a JRPG to have, but the plot of the game is virtually nonexistent. The only "plot" the game has is the introduction that explains why adventurers are going into the dungeon. Characters have an "info" tab that gives a little FlavorText blurb explaining their backstory, but for all intents and purposes every character is interchangeable with one another.

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* ExcusePlot: A weird trope for a JRPG to have, but the plot of the game is virtually nonexistent. The only "plot" story the game has is the introduction that explains why adventurers are going into the dungeon. Characters have an "info" tab that gives a little FlavorText blurb explaining their backstory, but for all intents and purposes every character is interchangeable with one another.


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* NoSell: You can acquire some skills that allow your party to negate status effects or certain enemy abilities. While they're a bit on the expensive side, many of them (such as banishment and petrification immunity or immunity to having equipment broken) ''will'' save your life.
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* ExcusePlot: A weird trope for a JRPG to have, but the plot of the game is virtually nonexistent. The only things to go by are the introduction that explains why the villagers are going into the dungeon, and the FlavorText blurbs on every character, but there's not much else other than that.

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* ExcusePlot: A weird trope for a JRPG to have, but the plot of the game is virtually nonexistent. The only things to go by are "plot" the game has is the introduction that explains why the villagers adventurers are going into the dungeon, and the dungeon. Characters have an "info" tab that gives a little FlavorText blurbs on blurb explaining their backstory, but for all intents and purposes every character, but there's not much else other than that.character is interchangeable with one another.
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* StylisticSuck: To emphasize the game's focus on gameplay, the game's graphical design takes on an extremely minimalist approach. The entire dungeon is represented as a 3D character model walking over a grid of squares with nothing to distinguish the environment besides the floor texture, lighting, and ambient sounds. Characters in battle are only represented as portraits and there is little to no animation for combat.

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* StylisticSuck: To emphasize the game's focus on gameplay, the game's graphical design takes on an extremely minimalist approach. The entire dungeon is represented as a 3D character model walking over a grid of squares with nothing to distinguish the environment besides the floor texture, lighting, and ambient sounds. All possible events and encounters are represented as hexadecimal numbers stuck to the floor rather than using icons or any sort of eye-catching graphic. Characters in battle are only represented as portraits against a static background and there is little to no what animation exists for combat.combat is essentially the bare minimum to represent what is happening.
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** The 9th floor of every stratum contains a Two-Way Teleporter located right next to the descending stairs, giving you a checkpoint that you can use to quickly navigate to and from town without losing your progress.
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* GreenHillZone: Floors 10 through 19 are depicted as an open, grassy field. Sunlight streaming through the trees and the sounds of nature can be heard despite the fact that it is underground.


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* LethalLavaLand: Floors 30 through 39 appear to take place near an active volcano. Unlike the previous three zones, the paths in this stratum are far more linear, much like a massive, winding hallway. Enemies will often be placed directly in your path, forcing you to either use navigation skills to avoid them or confront them.


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* ShiftingSandLand: Floors 20 through 29 are an arid desert region. The gimmick of this zone is that it is much more labyrinthine in design, with many obtuse pathways and dead ends.
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The plot of the game is as follows: one day, an utterly massive labyrinth from deep underground appears near a village and begins to spawn all sorts of fiends, causing havoc in the surrounding area. When the kingdom's attempts to enter the dungeon and stop the spread of the monsters fails, the local village, desperate to put an end to the terror, trains its townsfolk in the art of battle and sends its best and brightest to conquer the dungeon once and for all.

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The plot of the game is as follows: one day, an utterly massive labyrinth from deep underground appears near a village and begins to spawn all sorts of fiends, causing havoc in the surrounding area. When the kingdom's attempts to enter the dungeon and stop the spread of the monsters fails, the local village, desperate to put an end to the terror, trains its townsfolk establishes the Academy to train civilians in the art of battle and sends its out a call to the best and brightest adventurers in the land to conquer the dungeon once and for all.
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* RandomizedDamageAttack:
** The weapon and spell categories in the game are split into "fixed" and "random" damage categories, which serve as counterparts to each other. While Swords, Spears, Bows, and Malio spells are fixed damage attacks, Blunt weapons, Guns, and Maliflux spells sport randomized damage. There is no lower limit to their damage variance either; while Random weapons have a higher maximum damage output to compensate for their lack of consistency, they can roll ''any'' damage value between 1 and their given maximum value on any damage roll.
** Most enemy attacks are of the random damage kind, compared to the player having access to both fixed and random damage sources.


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* SpellLevels: Reminiscent of the earlier ''Final Fantasy'' games, spell tiering is indicated by a number next to the name of the spell; higher spell numbers indicate bigger damage. There are four versions of offensive magic: Malio (fixed damage, single target), Maliflux (random damage, single target), Maliare (fixed damage, all targets), and Malafluxare (random damage, all targets).
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* NintendoHard: The start of the game is relatively kind, but after you dig down the first few floors the game slowly begins to reveal its "retro game design" roots. The game ''will'' push you to keep your equipment in absolute top shape (and you may have to resort to ItemFarming when the shops fail you) just to survive and enemies get progressively more devious and unforgiving the farther you get.
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** Unlike ''Final Fantasy'', where ATB Active is typically the default setting, in this game ATB Wait is the default setting. This helps ease players into the adventure from the start since combat tends to require more on-the-fly decision making than in ''Final Fantasy'', especially once your Ability roster begins to build up and more options become available to you.
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** Once you find a Riddle event, you can double check it at any time from the Event Log menu without having to physically go back to it.
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* BossInMookClothing: The Treasure Hunter fiend is a cross between this and a MetalSlime. They appear on hexadecimal value FC and are Lv. 1 enemies that drop 50,000 Gold on defeat and are only actually present on their tiles a portion of the time. If you ''do'' encounter one, you'll find that they have a whopping '''10,000 PD/MD/HP each'''. While they don't attack, they only ever steal your Gold in either 100 or ''10,000'' Gold increments. For the record, if your Gold is stolen it is possible to have ''negative money'', preventing you from buying anything until you earn all that lost cash back. You also can't defeat it in a war of attrition since it will run away after a while.
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* OnlySmartPeopleMayPass: It is possible to find events called Math Riddles, which are clues to finding unique treasures hidden in the dungeon. With each Math Riddle, you are given a card with a series of digits with a specific pattern to their incrementation, with three empty spaces on the card. To solve the Riddle, you must decipher the number pattern and use that knowledge to fill in the empty numbers, which will give you an address where a treasure is located.
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* StylisticSuck: To emphasize the game's focus on gameplay, the game's graphical design takes on an extremely minimalist approach. The entire dungeon is represented as a 3D character model walking over a grid of squares with nothing to distinguish the environment besides the floor texture, lighting, and ambient sounds. Characters in battle are only represented as portraits and there is little to no animation for combat.
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''Dungeon Encounters'' is a RolePlayingGame developed and published by Creator/SquareEnix and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music composed by Nobuo Uematsu.

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''Dungeon Encounters'' is a RolePlayingGame an EasternRPG developed and published by Creator/SquareEnix and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music composed by Nobuo Uematsu.
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* TakenForGranite: Petrification is a possible status effect. Petrified characters are effectively KO'd and can't be cured without the use of a Gorgon Shrine. If you lose a party member to Petrification, you can't move around with them and must leave them on the tile that the battle occurred. If all party members are Petrified, it counts as a wipe and you'll be forced to summon a backup party.
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* SaveScumming: Averted. Unlike most [=RPGs=], the game enforces an auto-save system and no form of manual saving. If bad luck befalls your party, there's no going back; you'll have to rescue them yourself.

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* SaveScumming: Averted. Unlike most [=RPGs=], the game enforces an auto-save system and no form of manual saving. If bad luck befalls your party, there's no going back; you'll have to rescue them yourself.yourself.
* UnexpectedlyRealisticGameplay: You cannot move around with a Petrified party member and must leave them behind. Did you expect to be able to lug around a person-sized statue?

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* AntiFrustrationFeatures: In the event that you Game Over, you have the option to simply retry your last exploration from the village. The game even bothers to HandWave this with a VoodooShark explanation.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
** Since one of the requirements for you to add a character to your party is to be standing on the exact same tile as that character, the known exact addresses of every non-wandering character are always listed in the Composition menu. Discovering a Wanderer also adds that character's address to the menu in case you don't have room for them and need to drop a party member to pick them up.
**
In the event that you Game Over, you have the option to simply retry your last exploration from the village. The game even bothers to HandWave this with a VoodooShark explanation.
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* CombatantCooldownSystem: The ''Final Fantasy'' Active Time Battle system is used in this game.

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* CombatantCooldownSystem: The ''Final Fantasy'' Active Time Battle system is used in this game. Unlike the more recent ''Final Fantasy'' games, which use a version of the system adapted for action-based gameplay rather than turn-based, ''Dungeon Encounters'' uses the classic version of ATB used in games such as ''VideoGame/FinalFantasyIV'' and ''VideoGame/FinalFantasyVI''.
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* RagtagBunchOfMisfits: The playable cast has some weird faces in it. While the majority are humans, you also have an anthropomorphic jaguar-man, an ''isekai'' protagonist, a ''dog'', a flying robot-drone, a giant cat that looks like a cross between ''Film/MyNeighborTotoro'' and a Moogle, and a dragon.

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* RagtagBunchOfMisfits: The playable cast has some weird faces in it. While the majority are humans, you also have an anthropomorphic jaguar-man, an ''isekai'' protagonist, a ''dog'', a flying robot-drone, a giant cat that looks like a cross between ''Film/MyNeighborTotoro'' ''Anime/MyNeighborTotoro'' and a Moogle, and a dragon.
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* RagtagBunchOfMisfits: The playable cast has some weird faces in it. While the majority are humans, you also have an anthropomorphic jaguar-man, an ''isekai'' protagonist, a ''dog'', a flying robot-drone, a giant cat that looks like a cross between ''Film/MyNeighborTotoro'' and a Moogle, and a dragon.
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* AntiFrustrationFeatures: In the event that you Game Over, you have the option to simply retry your last exploration from the village. The game even bothers to HandWave this.

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* AntiFrustrationFeatures: In the event that you Game Over, you have the option to simply retry your last exploration from the village. The game even bothers to HandWave this.this with a VoodooShark explanation.
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* LazyBackup: Zigzagged. If you lose your playable party, you will be prompted to summon another party from the Academy to continue the exploration. The keyword is "from the Academy"; the playable roster ''must'' start from the Academy, no exceptions. If there are no deposited characters there and you wipe, it's Game Over, even if you know you still have usable characters and they're ''still in town!''
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!This game contains examples of:

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!This !!This game contains examples of:
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/de_keyart_wlogo.jpg]]
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* SaveScumming: Averted. Unlike most [=RPGs=], the game enforces an auto-save system and no form of manual saving. If bad luck befalls your party, there's no going back; you'll have to rescue them yourself.
* SymbolEncounters: All battles are marked as black hexadecimal values located on the map. Each hexadecimal value corresponds to a specific enemy encounter spread, which can be checked in the Battle Log. Rule of thumb is that higher hexadecimal numbers correspond to tougher battles.

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* PreexistingEncounters: All battles are marked as black hexadecimal values located on the map. Each hexadecimal value corresponds to a specific enemy encounter spread, which can be checked in the Battle Log. Rule of thumb is that higher hexadecimal numbers correspond to tougher battles.
* SaveScumming: Averted. Unlike most [=RPGs=], the game enforces an auto-save system and no form of manual saving. If bad luck befalls your party, there's no going back; you'll have to rescue them yourself.
* SymbolEncounters: All battles are marked as black hexadecimal values located on the map. Each hexadecimal value corresponds to a specific enemy encounter spread, which can be checked in the Battle Log. Rule of thumb is that higher hexadecimal numbers correspond to tougher battles.
yourself.

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Directly contrasting the grand, sweeping adventures that eastern [=RPGs=] have been commonly known for, ''Dungeon Encounters'' aims to boil down the JRPG genre into its purest form: dungeon crawling, fighting, and prevailing against all odds. Players assemble a team of up to four characters and dive into a 100-floor dungeon represented as a grid of squares, filled with various kinds of enemies. As you chart your way through the dungeon, you will encounter events and foes, represented by hexadecimal values on the floor, each corresponding to specific battles and events. Battling foes allows the player to level up their characters, gaining HP and Proficiency Points that allows them to equip stronger gear. Charting enough of the dungeon allows the player to equip Skills that they find while exploring to make combat and exploration easier. A key element of the game is the enforcement of SurprisinglyRealisticGameplay; for example, Petrified characters must be left behind, and if the party wipes, they will be stuck and the player will have to deploy another party from the village to rescue them. If the player runs out of usable characters, it's GameOver!

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Directly contrasting the grand, sweeping adventures that eastern [=RPGs=] have been commonly known for, ''Dungeon Encounters'' aims to boil down the JRPG genre into its purest form: dungeon crawling, fighting, and prevailing against all odds. Players assemble a team of up to four characters and dive into a 100-floor dungeon represented as a grid of squares, filled with various kinds of enemies. As you chart your way through the dungeon, you will encounter events and foes, represented by hexadecimal values on the floor, each corresponding to specific battles and events. Battling foes allows the player to level up their characters, gaining HP and Proficiency Points that allows them to equip stronger gear. Charting enough of the dungeon allows the player to equip Skills that they find while exploring to make combat and exploration easier. A key element of the game is the enforcement of SurprisinglyRealisticGameplay; UnexpectedlyRealisticGameplay; for example, Petrified characters must be left behind, and if the party wipes, they will be stuck and the player will have to deploy another party from the village to rescue them. If the player runs out of usable characters, it's GameOver!


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* CombatantCooldownSystem: The ''Final Fantasy'' Active Time Battle system is used in this game.
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Added DiffLines:

''Dungeon Encounters'' is a RolePlayingGame developed and published by Creator/SquareEnix and released for the UsefulNotes/Playstation4, UsefulNotes/NintendoSwitch, and PC via Steam on October 14th, 2021. It is directed by acclaimed ''Franchise/FinalFantasy'' director Hiroyuki Ito, credited with the invention of the franchise's signature [[CombatantCooldownSystem "Active Time Battle"]] system, with music composed by Nobuo Uematsu.

The plot of the game is as follows: one day, an utterly massive labyrinth from deep underground appears near a village and begins to spawn all sorts of fiends, causing havoc in the surrounding area. When the kingdom's attempts to enter the dungeon and stop the spread of the monsters fails, the local village, desperate to put an end to the terror, trains its townsfolk in the art of battle and sends its best and brightest to conquer the dungeon once and for all.

Directly contrasting the grand, sweeping adventures that eastern [=RPGs=] have been commonly known for, ''Dungeon Encounters'' aims to boil down the JRPG genre into its purest form: dungeon crawling, fighting, and prevailing against all odds. Players assemble a team of up to four characters and dive into a 100-floor dungeon represented as a grid of squares, filled with various kinds of enemies. As you chart your way through the dungeon, you will encounter events and foes, represented by hexadecimal values on the floor, each corresponding to specific battles and events. Battling foes allows the player to level up their characters, gaining HP and Proficiency Points that allows them to equip stronger gear. Charting enough of the dungeon allows the player to equip Skills that they find while exploring to make combat and exploration easier. A key element of the game is the enforcement of SurprisinglyRealisticGameplay; for example, Petrified characters must be left behind, and if the party wipes, they will be stuck and the player will have to deploy another party from the village to rescue them. If the player runs out of usable characters, it's GameOver!

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!This game contains examples of:

* AntiFrustrationFeatures: In the event that you Game Over, you have the option to simply retry your last exploration from the village. The game even bothers to HandWave this.
* ArmorPiercingAttack: A small number of enemy attacks have the ability to deplete your HP directly without depleting your Defense first.
* ExcusePlot: A weird trope for a JRPG to have, but the plot of the game is virtually nonexistent. The only things to go by are the introduction that explains why the villagers are going into the dungeon, and the FlavorText blurbs on every character, but there's not much else other than that.
* NewGamePlus: If you get a Game Over, one of the options available is to start the entire game over but with your characters' levels retained.
* SaveScumming: Averted. Unlike most [=RPGs=], the game enforces an auto-save system and no form of manual saving. If bad luck befalls your party, there's no going back; you'll have to rescue them yourself.
* SymbolEncounters: All battles are marked as black hexadecimal values located on the map. Each hexadecimal value corresponds to a specific enemy encounter spread, which can be checked in the Battle Log. Rule of thumb is that higher hexadecimal numbers correspond to tougher battles.

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