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YMMV / Endless Dungeon

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  • Broken Base: The original Dungeon of the Endless was much beloved and just about every change to the format has been controversial.
    • The move from tower defence to more of a twin-stick shooter has people split between liking the gunplay and disliking being locked to a single character and how turrets have been weakened to put more focus on characters.
    • The character limit being three instead of four, and multiplayer sessions not being able to fill the third slot with a CPU.
    • Enemies spawning from fixed points instead of dark rooms gives players less control of where enemies come from.
    • The need to move the crystal bot around mid-mission is either a good way to force people to improvise or frustrating due to rendering previously-established turrets and chokepoints useless.
    • The On The Rocks update lowering hero damage and increasing ability cooldowns across the board (in order to discourage runs that focus purely on heroes and ignore turrets) got a lot of criticism, especially as the buffs to turret damage were seen as insufficent to make up for their low range and durability.
  • Complacent Gaming Syndrome: Most parties will include Comrade for his free turrets and Shroom due to being the only source of healing outside of medkits.
    • Players typically choose the Headquarters as a starting district due to getting more shards they can drill to upgrade the crystal bot.
    • Some players have taken to eschewing turrets outright and putting all their resources into upgrading their heroes, seeing as hero buffs persist between levels whereas turrets are temporary.
  • Game-Breaker:
    • Some turrets are significantly more useful than others.
      • Acid Sharpshooter turrets lack the range issues of other turrets, able to shoot across entire rooms, and thus are harder for enemies to walk up and break. Their damage type also lets them deal respectable damage to enemies that should be resistant.
      • Holohero decoys can force enemies to go out of their way to destroy them, protecting any other turrets in the room and giving them the time to gun down enemies. Their industry cost was significantly increased in the On the Rocks patch to reflect their utility.
  • Goddamn Bats: Blur enemies can phase right past your turrets and head straight for the crystal. Even if you know they're there you have to wait for them to decloak before shooting them. They're also immune to crowd control effects such as jellifiers while phased.
  • Scrappy Mechanic: Turrets only being placeable on particular slots in the room means you often can't place them in optimal locations, which is especially an issue for support turrets like the the Jellifier which has a very small area of effect.
  • Underused Game Mechanic: Where using Dust to light rooms was a central mechanic in Dungeon of the Endless here they simply restore power to unpowered rooms, which are much rarer.

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