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Hell architect switch
Hell architect switch












I recalled Adventures of Lolo because of that design choice. The most obvious answer is usually wrong, and you’ll be using items and your surroundings in ways you hadn’t even imagined. Dungeons of Dreadrock’s handcrafted levels are built with all kinds of surprising devices and traps. Once you get past the few dozen or so floors, it becomes much more difficult to reach the exit.

hell architect switch

You’ll do that by manipulating switches, killing enemies, throwing rocks, using teleporters…you get the idea. The goal of each floor is to make it to the exit. Some are riddle-like anyway, so…“hint” might be doing a lot of work in that sentence. You’ll occasionally find scrolls with gameplay advice, but these are just general gameplay hints, not answers. The first few floors provide a gentle introduction to the game’s grid-based combat and puzzle-solving antics, but you’re pretty much on your own, and I wouldn’t have it any other way. Much like the titles that inspired it, Dungeons of Dreadrock isn’t interested in holding your hand. Fortunately, you find your brother’s sword shortly after entering. Women aren’t even allowed to touch swords without angering the gods, so she ventures in with only her wits to protect her. When the brother unsurprisingly fails to return the next day, the sister, overcome by grief, breaks tradition and goes after him. This happens every year, and none of the boys ever return. An unnamed sister and brother have braved the treacherous weather to get here, all so the brother, who was chosen by the elders of their tribe, can defeat the Dead King who resides at the bottom of the one-hundred-floor cavern.

hell architect switch

More on that in a bit.ĭungeons of Dreadrock opens at the uninviting maw to the eponymous cave. The two even share a few gameplay similarities, at least thematically. It, too, is an action-puzzler viewed from a top-down perspective. While Dungeons of Dreadrock does have aspects in common with those titles, it reminded me much more of a different game: 1989’s Adventures of Lolo on the NES. Christoph Minnameier wanted players to “relive memories of oldschool dungeon crawlers, like Dungeon Master and Eye of the Beholder,” when he created his game. Dungeons of Dreadrock Review: Mired in Mysteriesĭungeons of Dreadrock developer Prof.














Hell architect switch