Dungeon Rushers is a dungeon crawling RPG created by Mi-Clos Studio. In the game, you control Elian, a young man thirsting for adventure. Starting in front of a supposedly half haunted crypt, Elian begins his search for action and adventure. Featuring various dungeons, skills, loot, and a crafting system, Dungeon Rushers has a lot of moving parts. It approaches certain aspects of gameplay in a classic sense, some in a way of originality. Let's see if Mi-Clos Studio was successful in realizing Elian's story.
Since Dungeon Rushers centers around Elian and his adventure, I'll start there. The overarching narrative of Dungeon Rushers is pretty thin, often condensed to simple blurbs of text. However, there's quite a bit of storytelling contained within the characters you meet along your journeys. As you play the game, you'll meet new party members, as well as a variety of NPC's (non-playable characters). Although your interaction with them is usually light, Elian and friends will often engage with these characters in some brief conversation. These encounters reminded me of the golden age of RPG's. They're often small but enjoyable distractions from dungeon crawling, providing a good laugh or some interesting dialogue. The writing is done well, often feeling tongue-in-cheek and self referential.
The moment-to-moment gameplay of Dungeon Rushers is your standard RPG fare. You'll gather a party of characters to accompany Elian, all filling various roles. When you encounter enemies, you fight in a turn-based style battle. There's a definite element of strategy to Dungeon Rushers; while some encounters are easily passable, many are more difficult than first apparent. In fact, the combat in Dungeon Rushers is exceptionally tough at times, often causing my demise right before finishing a dungeon. It's not unfairly difficult, though. Deaths encourage different approaches as well as cautious preparation.
My favorite part of the entire experience is the wrapper, so to speak. Instead of walking around an open area (like Final Fantasy), each dungeon is contained to a grid. You explore the dungeon square by square, finding various rooms. The final objective is normally a large treasure chest, but the path there is rewarding as well. As you map out the dungeon, you'll encounter enemies, traps, and events. Some of these instances can be dealt with in a variety of ways. For example, traps can be disarmed (with the proper skills), directed at a certain party members, or triggered when all else fails. Events can interacted with or abandoned, and there's always a risk or reward element when dealing with them.
There's additional elements in Dungeon Rushers as well, including multiplayer battles and merchants to trade with. However, most of this is pretty self explanatory. Equipment is mainly crafted rather than bought, so those who dislike crafting elements might not enjoy gearing up. Some dungeons are multi-leveled, providing different tiers of difficulty as you progress. Additionally, cleared dungeons can be replayed under “Heroic Mode” for more challenge and even greater reward.
Overall, Dungeon Rushers is an enjoyable time for dungeon crawling RPG fans. Besides the grid based wrapper, the mechanics aren't entirely original, but fun nonetheless. The game also looks quite nice. The art style is a combination of retro and hand drawn, and I thought it worked out well. I would've hoped for a larger collection of enemies, but the random feeling of the dungeons provided enough variety to satisfy me. Dungeon Rushers is also great for short bursts of play, making it ideal for things like car rides and commutes. If you like turn-based combat and a bit of exploration in your RPG, Dungeon Rushers will certainly scratch that itch.
Reviewed by Matt
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