{"id":5543,"date":"2018-04-29T16:57:30","date_gmt":"2018-04-29T23:57:30","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=5543"},"modified":"2018-04-29T16:57:30","modified_gmt":"2018-04-29T23:57:30","slug":"desktop-dungeons-contrasted-to-other-tower-of-the-sorcerer-likes","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/5543","title":{"rendered":"Desktop Dungeons contrasted to other Tower of the Sorcerer-likes"},"content":{"rendered":"<p>Really, <em>Tower of the Sorcerer<\/em> spawned a mini-genre. In addition to <em>DROD RPG<\/em> and <em>Desktop Dungeons<\/em>, there&#8217;s <em>DungeonUp<\/em>, which I haven&#8217;t mentioned before &#8212; I got it from some bundle a while back and played it blind, and found it a delightful little variation on the now-familiar theme.<\/p>\n<p>I imagine there are other examples of TotS-like out there that I haven&#8217;t discovered, and if anyone reading this knows of any, I&#8217;d like to hear about them. The defining characteristics of the mini-genre are, to my mind, passive monsters that stay still, possibly blocking passageways, until killed or otherwise acted on, and deterministic combat based on the formula &#8220;damage = attack &#8211; defense&#8221; or something similarly simple.<\/p>\n<p>Beyond that, there are some notable similarities between <em>TotS<\/em>, <em>DROD RPG<\/em>, and <em>DungeonUp<\/em> that <em>Desktop Dungeons<\/em> is notable for rejecting. All three of what we might call the synoptic TotS-likes feature: Unlimited hit points, with healing potions simply adding to your current total like in <em>Ultima 1<\/em>; machines that let you purchase upgrades to attack, defense, or health for gold; multiple dungeon levels, with the benefits of health potions and upgrade machines increasing by level; locked doors in multiple colors, with corresponding keys. There&#8217;s no notion of experience or character levels, since their purpose is absorbed by health potions and upgrade machines. <em>DROD RPG<\/em> adds mechanics derived from <em>DROD<\/em>, including diagonal movement and facing rules. <em>DungeonUp<\/em> adds randomized dungeon layouts and adventure-gamish &#8220;Aha!&#8221; puzzles. But there&#8217;s so much shared foundation here that the games have fundamentally the same feel and tactics.<\/p>\n<p><em>Desktop Dungeons<\/em>, meanwhile, takes just the barest basics of <em>TotS<\/em> and runs off in its own direction with them. Some of what it does is adding back familiar RPG-isms like character classes and experience levels, but it doesn&#8217;t do this in a cowardly clinging to the familiar. It does it because of what they can add to the puzzle. For example, as in a lot of CRPGs, leveling up instantly restores your health and mana to maximum. This can be exploited! One of the game&#8217;s most basic tricks is hitting a tough monster a few times, then slaughtering something weaker to level up and get your health back, then resuming your previous fight. You can&#8217;t do that in the other TotS-likes, not just because they have no notion of leveling up, but because they don&#8217;t let you break away from combat. Once you start hitting something, you just keep on hitting it until one of you dies. There&#8217;s no reason for them to let you break away; the rules of those games provide no benefit for killing something halfway. <em>DD<\/em> provides so many reasons to do it, from healing to renewing your buffs to &#8220;I don&#8217;t actually want to kill it yet, I just attacked it because my weapon has a knockback effect that pushes it into a wall, and destroying walls pleases my god, and that gives me just enough piety for this boon I&#8217;ve been after&#8221;.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Really, Tower of the Sorcerer spawned a mini-genre. In addition to DROD RPG and Desktop Dungeons, there&#8217;s DungeonUp, which I haven&#8217;t mentioned before &#8212; I got it from some bundle a while back and played it blind, and found it a delightful little variation on the now-familiar theme. I imagine there are other examples of [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[362,264,600,267],"class_list":["post-5543","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-desktop-dungeons","tag-drod-rpg","tag-dungeonup","tag-tower-of-the-sorcerer"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5543","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=5543"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5543\/revisions"}],"predecessor-version":[{"id":5545,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5543\/revisions\/5545"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=5543"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=5543"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=5543"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}