

Let’s start with just the 60 difficult and distinct levels you’ll want to work your way through. Although the different environments are largely just palette swaps without gameplay effect, those switched pixels do a lot of work in building the game’s atmosphere.ĭungeon Warfare II is also massive. It’s not just lanes and minions and towers, it’s demon-haunted tombs and lost jungle temples and abandoned ghostly mineshafts. On top of this, you’ll have to compensate when your plans inevitably go awry.Īll this tile-based complexity means that what Dungeon Warfare does really well is give the player a strong sense of place. It’s not simply a matter of spotting and defending choke points, but finding places where your traps can work in concert to multiply their efficacy, predicting the movements of the minions, preparing for new paths to open, and managing your budget. Mine carts can do a lot of the work of running down heroes for you, but will also occasionally detonate a load of dynamite in the worst possible place.Įach map then becomes something of a puzzle. Doors offer choke points but sometimes also shortcuts. Walls move, crushing some mobs to death but also opening up new paths for your enemies. The map itself is also frequently not your friend. You can’t sleep on Dungeon Warfare II or you’ll quickly find your best-laid plans blown up with a mass of dwarven bombers. What’s more, other mobs will zipline over pits or build bridges across them. On the other hand, those pesky heroes also have some tricks up their sleeves, since some tiles can be destroyed, whether by errant missiles or the deliberate efforts of minion miners who tear apart your carefully constructed mazes. The changing maps are partly on you: the most useful trap you can lay is the basic barrier, which mobs avoid like the plague even if it means running your gauntlet of spinning blades and axes instead. The environments in Dungeon Warfare II are often quite mercurial. This game takes the classic Dungeon Keeper theme and builds on it with open, tile-based construction and extremely physical traps. Why should you just pelt your enemies with arrows when you can hurl them into bottomless pits, smash them against walls, or drag them apart with harpoons? Dungeon Warfare II has a surprisingly robust physics system for a game made of such tiny pixels, and one of the greatest joys in the game is sending a whole row of armor clad knights to the bottom of a river with a row of push traps. I want to play a game not bust out excel and run calculus to play each board.Not so much in Dungeon Warfare II. Attributes like two spike =2x damage are far easier to understand. Percentage increase for traps are hard to follow.
Wrath level dungeon warfare 2 upgrade#
Old system of only 1 upgrade option with 2 ultimate options was better. Traps also have too many variations which make it too complicated vs being fun.

Those interactions are far more intuitive. For example bullets that pass through flames or ice do more damage or flames in demons make them temporarily flame ogres. The dev should focus on in game mechanics vs items and rune. I can’t really recommend the game to anyone aside from hardcore strat gamers. The UI is also really really bad and gets in the way of enjoying the game. I waste so much time optimizing my setup that the p,ay to prep ratio is way off. The items and runes and skills are annoying. I feel like I’m spending more time preparing to play a board vs playing a board. They have faith in people to spread the word about their game.Īll in all, can’t wait for Dungeon Warfare 3. This game deserves a try from anyone who wants to support those guys who work hard to craft mobile games, even as they know their baby is going to be set adrift in a vast flood of half-assed mobile games. (They work well on the larger iPhones too, if you need to kill some time, but it’s just better on the iPad). This is a great sign of a developer who lives and breathes his own work.įinally, the Dungeon Warfare games are *perfectly* suited to the iPad.

The second game has many cool new designs for enemies, traps, skills and other layers of managing your dungeon, and many of the rougher aspects of the first game are addressed directly by these changes. The first game was very fun and replay able but some aspects of the gameplay - especially towards the end of the game- were a bit rough. I’m so used to being disappointed by iOS games that I couldn’t believe how badly the first Dungeon Warfare game sucked me in.ĭungeon Warfare 2 is a beautifully crafted sequel that, like many classic sequels, shows a developer fully coming to grips with his own game design.
