From earlier this month, here’s another review, forever damned to un-publishability, of a game that I didn’t care for: it’s not bad, but it’s not inventive or interesting or engaging, either.
While unwieldy, Master of Dungeon‘s title can be forgiven: it’s descriptive and accurate — this is, in fact, a dungeon-crawling RPG. And the specific misuse of English gerunds in the game’s marketing (“Feel the thrilled battle of beating!”) marks it as an Asian product (in this case, South Korean), even before the chibi-sized sprites drive the message home.
Master of Dungeon‘s choppy syntax may be part of its Engrish charm, but in a game with so many systems at play, it’s a nuisance. There’s an in-game economy, of course, with a handful of merchants and mongers in a hub town hawking wares, but there’s also item crafting and deconstruction, two different upgrade systems, and an expansive in-app purchasing scheme. There are two problems here, the first of which is that the writing in Master of Dungeon is butchered badly enough to render any tutorial or instruction inscrutable — the only way to get the hang of these mechanics is repetition and trial and error.